Limits & pricing
Pricing is usage-based and transparent — you pay for what your rooms actually consume, and it’s free while you prototype.
What’s metered
| Resource | Unit | Notes |
|---|---|---|
| Compute | player-minutes | active time across all rooms |
| Data out | GB | state synced to clients |
| Voice | minutes | only if you use voice rooms |
| Storage | GB-month | persisted room state |
Free tier
Enough to build and demo without a card:
- Up to a set number of concurrent rooms
- A monthly pool of player-minutes and data
- All features — no paywalled SDK
Exact numbers live on the pricing page and in the dashboard.
Design ceilings
Some limits are about keeping rooms fast, not billing. Design against them:
| Limit | Default | Why |
|---|---|---|
| State size per room | a few MB | keeps diffs small |
| Players per room | hundreds | sync fan-out |
| Tick rate | up to 60/s | server simulation budget |
| RPC rate per client | configurable | abuse protection |
Hit one and the SDK surfaces a typed error — see the error catalogue.
Next steps
Placeholder content.