Pricing that scales with your game, not your player count.

One meter by default: room-hours. Data out is capped, not charged, and rooms cost you nothing when empty.

Free

Freeforever

Everything unlocked, sized for evaluation: build, test, and demo before you go live.

Start building
  • 50 standard room-hours a month
  • 50 GB data egress per month
  • Full SDK and every feature, nothing paywalled
  • Community support

Scale

Customannual

For live games at volume with support and controls to match.

Talk to us
  • Volume discounts on every meter
  • SLA + priority on-call support
  • SSO / SAML and audit logs
  • Design-partner engineering time

Charged for what you use, no surprises.

No need to rent a server that handles peak loads you rarely hit. We will scale your infrastructure up and down and you pay for what you use. Your account and every project have caps, you can only be billed more if you raise them. Alerts will notify you when you get close to the caps you set and we will not bill you past the cap.

Room-hours

Hours a room is awake. Idle rooms hibernate and cost nothing. Room hours are based on standard rooms, larger rooms count at a multiplier. You can think of rooms as micro servers that start up when players join and close (saving their state so they can start up again quickly) when all players have left. Room hours assume standard rooms unless otherwise specified.

Free 50 hrs / mo
Indie includes 1000 hrs / mo
Then $0.0025 per standard room-hour

Storage

Saves, snapshots, and your deployed files

Free 5 GB
Indie includes 50 GB
Then $0.25 / GB-mo

Voice

Per participant, per hour in a call, only if you use voice. Up to 20 people per call.

Free 100 hrs / mo
Indie includes 1000 hrs / mo
Then $0.001 / participant-hour

Data Transfer

Bandwidth in and out of rooms is free. Free tier caps at 50GB transfer out per month and the Indie tier is unlimited within fair use. We may stop service for abuse of the bandwidth limits but game traffic is within fair use.

Room sizes

Size your rooms based on the type of game you are building. Bigger rooms have more memory and a bigger CPU guarantee. The default is Standard, which is enough for most games. If you're running a physics simulation or a game with a lot of state, Large is the right choice. Extra large is for rooms that need to hold a lot of state and run a lot of code. In config the three are 'standard', 'large' and 'extra-large'.

Relay rooms are not a size class, they run no code and have no memory. They are purely a message-forwarding service for games with no server authority and so they cost very little — they are the cheap way to keep a room up around the clock. The free tier buys about 125 relay-hours, which is five days rather than a month, so a relay room you actually run 24/7 belongs on Indie; free is for trying it out. This is a great choice for casual games and we're happy to support them at super low cost.

ClassDeclared memoryCPU sharePer awake hourAlways on
Relaynonenone$0.001$0.72 / mo
Standard (the default)64 MiB1 per 20 awake rooms$0.0025$1.80 / mo
Large (big enough for server-side physics)256 MiB1 per 8 awake rooms$0.01$7.20 / mo
Extra large1 GiB1 per 5 awake rooms$0.04$28.80 / mo

Declared Memory is how much memory each room has available to it after required overhead like Node and socket handling. The CPU share is how many of your rooms we run per vCPU, you never share a vCPU with other projects so a spike in one room can be absorbed by your other rooms.

Limits and what happens when you reach them

When your projects hit their caps rooms save their state and hibernate and players disconnect. Everything comes back when the month rolls over or when you raise the caps (within a minute). A free account holds up to 3 projects, runs at most 10 rooms awake at the same time, and relay rooms on the free plan hold up to 16 players. These limits are to prevent abuse and ensure fair usage for all free plan users.

In every plan

  • Unlimited players per room. CCU is not a meter here.
  • The complete TypeScript SDK, every feature
  • Simulated-player testing in CI
  • Server-authoritative rooms + validation
  • The dashboard: live rooms, moderation, usage
  • Up to 3 projects on Free, unlimited on paid plans
  • One-command deploys and instant rollback
  • Community Discord
  • No lock-in: You can host your own server

What a month looks like

A small physics brawler on the Indie plan: about 100 players online at the evening peak, 30 on average across the month, six to a room. Physics needs Large rooms. No voice. Swap in your own numbers.

  1. 30 players online on average, 6 per room, is 5 rooms awake at a time.
  2. 5 rooms for the 730 hours in a month is 3,650 Large room-hours.
  3. A Large hour counts as 4 standard hours, so the 1,000 included hours cover 250 of them.
  4. Empty rooms hibernate and cost nothing, so the average sets the bill, not the peak.

About $0.002 per player-hour. On Standard rooms the same game would be about $16/mo. The $34 of overage sits under the default $50 spend cap.

Indie base fee$9.00
Large room-hours · 3,650 hrs × $0.01$36.50
Included · 1,000 standard hrs (250 Large)−$2.50
Data out · 150 GB (no charge)$0.00
Storage · 2 GB (50 GB included)$0.00
Estimated total$43.00/mo

Questions

What is a room-hour?

One room awake for one hour, no matter how many players are in it. Empty rooms hibernate automatically and stop the meter, so an idle game costs nothing. Rooms that ask for more memory count at a stated multiplier, shown before you turn it on.

Do you bill per player or per seat?

Never. Concurrent players, team size, and project count do not appear on the bill. Only what your rooms use does.

What happens when I hit a cap?

Players already connected keep playing. New joins, new rooms, and new saves are refused with a clear error that says which cap and what to do. On Free, the meter resets on the 1st of the month; on paid plans you get alerts first and the wall only exists if you set one.

Can I really not get a surprise bill?

Really. Free has no card to bill. Paid plans alert as you approach the caps you set, and an optional hard ceiling stops spend exactly where you put it. There is no meter without a cap available on it.

How is voice billed?

Only if you use voice, per participant-hour at $0.001. A four-player call for two hours is eight participant-hours, less than a cent. Calls hold up to 20 people. No fixed fee if you never turn it on.

Am I locked in?

No. The room server is open source and readily self hostable. If you ever want to run your game on your own hardware you can start a server and point your game at it instead. The code and protocols are the same.

Is there a free trial?

The Free tier is the trial: everything unlocked, sized to let you really test it out with real games, and it never expires. When you're ready to run for real, Indie is $9/mo.

Start free. Scale when you ship.

No card to build. No seats, ever. Deploy your first room in five minutes.