Pricing · three lines, three metrics

Know the bill before you ship.

Platform billed on MAU. Realtime multiplayer billed on Peak CCU. Hosting billed on capacity. Summed across all your studio's projects. Free tier covers a real game.

Predictable.You know the price before you start.
Free tier without shame.50 CCU, all 12 modules, 1,000 MAU.
Grow with your game.Price proportional to success — not a trapdoor.
Line 1

Platform

billed by MAU · monthly active users
Free MAU
$0
1,000 MAU
  • All 12 modules
  • 1 project · 1 environment
  • Community support
Start for free →
Recommended tier: Most teams
Studio MAU
$299/ mo
100,000 MAU
  • Unlimited projects · 3 envs
  • Priority support · 24h SLA
  • ML insights · A/B · team roles
Start Studio →
Enterprise MAU
from $2,000/ mo
500K+ MAU
  • Custom SLA · private cloud
  • 24/7 dedicated support
  • Or Enterprise Plus for 1M+
Talk to sales →

MAU is summed across all your studio's projects. One player in two games = 2 MAU. Dev / staging environments don't count.

Line 2

Realtime Multiplayer

billed by Peak CCU · concurrent users
Free Peak CCU
$0
50 CCU
  • ~20K MAU headroom
  • Basic sync
  • Authoritative server
Start for free →
Recommended tier: Most live games
Scale Peak CCU
$349/ mo
2,000 CCU
  • 6 TB traffic included
  • Seamless world stitching
  • AOI (area of interest)
Start Scale →
Ultra Peak CCU
from $3,600/ mo
10,000+ CCU
  • Custom capacity
  • Your own overage pricing
  • Capacity-reserved regions
Talk to sales →

48-hour burst grace period. If you exceed Peak CCU, we don't disconnect players. You have 48 hours to upgrade.

Line 3

Dedicated Server Hosting

capacity-based · TBD

Our position

Bare metal cheaper than cloud. No egress surprises. Prices finalised after hardware cost modelling — in the meantime, we price every capacity request individually.

Talk to sales → with capacity + regions + engine, get a number back the same week.

Market reference

  • Gameye $0.07 / vCPU / hr
  • Edgegap ~$0.05–0.10 / vCPU / hr
  • AWS GameLift ~$0.08–0.15 / vCPU / hr + egress
  • Hathora closed May 5, 2026

Marketplace · 70 / 30

Free templates for everyone. Premium templates (community-authored) — author sets the price, PlayServ takes 30%. Publishing rights from the Pro tier.

AI / MCP

10% of your tier price allocated as a token budget. Overage billed at 100% markup. Free tier ≈ $5 in tokens. MCP access starts on the Free tier.

Intra-studio billing

MAU and CCU sum across every project in your studio. Dev / staging environments don't count. On Free / Indie / Studio, CCU is the sum of per-project peaks; on Pro / Enterprise, it's the real concurrent peak across the studio.

48-hour burst

Grace period for CCU overage applies at the studio level — so a spike in one project doesn't knock the whole studio offline. Upgrade within 48h and nothing breaks.

Common questions

Before you ask.

1,000 MAU and 50 peak CCU covers an early-access Steam game, an indie mobile launch, a closed beta. When your numbers grow past that, you're making money and the jump to Indie ($79) or Starter ($49) is proportional.

A unique player identity (PlayServ player ID via Passport, once live) that connected to any of your projects at least once in the billing month. Re-connects from the same player = 1 MAU. One player in two of your games = 2 MAU.

Because the cost shapes differ. Platform scales with logins and storage. Realtime scales with simultaneous sessions. Hosting scales with CPU / RAM / bandwidth. One combined metric would either overcharge small games or undercharge MMOs.

No. The only revenue share is on marketplace templates you publish and sell to other studios (70/30, you keep 70%). Your game's IAP, ads, subs — 100% yours.

We don't disconnect your players. You get a 48-hour grace window to either upgrade tier or wait for the spike to pass. If spikes recur, we'll help you right-size.

Ex-Hathora and ex-GameSparks teams get a migration package: 90 days of credits, architecture audit, SDK Slack channel. Hathora migration →

Need a quote for your scale?

Tell us your peak CCU, target regions, engine, and current stack. We'll come back with transparent numbers the same week.

PlayServ