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The more you grow, the less each player costs.

You pay for players we actually verify — not seats, not requests, not attacks. Planned launch pricing, shown for transparency. Paid plans open after the private beta.

Metered on
Hardware-attested players only. Requests that fail attestation never count.
Billing
Monthly, or annual with two months free.
Status
Private beta · nothing can be bought yet · no card, no charge.
Annual · two months free

Starter

For solo devs shipping their first title

$29/ month

or $290 / year — two months free

$14.50 per 1,000 players · 2,000 MAU

Every session runs a real hardware attestation — a certificate chain signed inside the headset and verified by the server. You are paying for players proven genuine, not for seats.


  • 1 game registered
  • 2,000 monthly active players
  • 120 validations / minute
  • Full 8-gate validation pipeline
  • HWID tracking & bans
  • Result JWT for Unity
  • Discord alerts — failures & limits
  • Email support

Move up to Growth when you pass ~2,000 monthly players, or need a second game.

Paid plans aren’t open yet

Growth

Best value

For games that are taking off

$89/ month

or $890 / year — two months free

$3.56 per 1,000 players — 4× cheaper than Starter

Twelve times the players for three times the price. Verifying at volume costs us less per player, and that saving goes to you rather than into margin.


  • 3 games registered
  • 25,000 monthly active players
  • 1,200 validations / minute
  • Everything in Starter
  • Photon join validation
  • Cross-game ban network
  • HWID tracking + export
  • Discord alerts with device detail
  • Priority support

Move up to Studio when you run more than 3 titles, or want the raw validation data.

Paid plans aren’t open yet

Studio

For teams running multiple titles

$229/ month

or $2,290 / year — two months free

Flat rate · unlimited players — cost per player keeps falling as you scale

A flat fee no matter how far you scale. The ceiling stops mattering long before you reach it.


  • Unlimited games
  • Unlimited monthly active players
  • 12,000 validations / minute
  • Everything in Growth
  • Raw validation data
  • Full-detail Discord webhooks
  • Discord priority support

Outgrow Studio and we’ll build you a custom plan — you’ll have earned it.

Paid plans aren’t open yet

The maths behind that: Growth covers 12.5× the players for about 3× the price of Starter, so your cost per player drops from $14.50 to $3.56 per thousand. Growing is where the pricing turns in your favour.

Attack traffic is free
Your plan meters verified players only. If someone extracts your API key and floods the endpoint, every one of those requests fails hardware attestation, so none of them touch your quota. You are never billed for an attack on your own game.
Your game won’t just stop
Go over your player limit and nothing breaks. You get room to 110%, a warning to 125%, and only sustained overage past that is enforced. If your game blows up on a Friday night, it keeps running.
No per-seat, no per-request
One monthly active player is one device that validated at least once that month. Play once or a thousand times — it counts the same. No metering surprises at the end of the month.

Every difference, side by side.

The security does not change with the price. Tiers change how many players you can verify and how much data you get back — never how hard we check. The cheapest plan runs the identical eight-gate pipeline.

Feature comparison across the Starter, Growth and Studio plans
Feature Starter$29 / month Growth$89 / month Studio$229 / month
Monthly price$29$89$229
Annual price$290$890$2,290
Games registered13Unlimited
Monthly active players2,00025,000Unlimited
Cost per 1,000 players$14.50$3.56Falls as you scale
Validations per minute1201,20012,000
8-gate validation pipelineIncludedIncludedIncluded
Hardware TEE attestationIncludedIncludedIncluded
Result JWT for UnityIncludedIncludedIncluded
HWID tracking & bansIncludedIncludedIncluded
HWID exportNot includedIncludedIncluded
Photon join validationNot includedIncludedIncluded
Cross-game ban networkNot includedIncludedIncluded
Discord webhookFailures & limitsAdds device detailFull detail, raw data
Raw validation dataNot includedNot includedIncluded
SupportEmailPriorityDiscord priority

Every figure is planned pricing and may change before launch.Annual = ten months for twelve.

How the meter works

Two numbers, one bill. Monthly active players is what you pay for. Validations per minute is a throughput ceiling, not a charge — hit it and the call answers RATE_LIMITED until the next minute.

What counts as a player
One device that validated successfully at least once in the calendar month. Once or five hundred times, it counts once. The count starts again on the first of the month.
What never counts
Any device that fails hardware attestation. Cheaters and attack traffic are rejected before the meter is touched, so a flood of requests with an extracted key costs you nothing.
What is not metered at all
Seats, requests and validations. A player who validates every launch, and again on ReValidate(), is still one player.
Where you hear about it
Your dashboard carries the overage warnings on the ladder, and tells you if you actually hit the per-minute ceiling — it suggests an upgrade only when one would genuinely help.
The overage ladder · what happens past your limitNot to scale
  1. Under 100%Within your limit. Everything runs normally.
  2. 100 – 110%Still runs normally, with a warning in your dashboard.
  3. 110 – 125%Keeps running. A dashboard banner and a Discord alert tell you clearly.
  4. Past 125%Keeps running for a three-day grace period from the moment you first cross 125%. Drop back under it and the clock clears.
  5. After 3 daysEnforced. Validate() answers QUOTA_EXCEEDED until usage drops back under 125% or the plan moves up. Upgrades apply immediately.

The things worth asking.

Straight answers about money. Where something is not built yet, the answer says so instead of promising it.

What counts as a monthly active player?

One device that validated at least once in the calendar month. Once or five hundred times, it counts once. Devices that fail hardware attestation are never counted, so you are not charged for cheaters or for attack traffic.

What happens if I go over my player limit?

Nothing breaks straight away. Up to 110% of your limit everything runs normally, with a warning in your dashboard. Between 110% and 125% it keeps running and we tell you clearly — a dashboard banner and a Discord alert. Only sustained overage beyond 125% is enforced, after a three-day grace period from when you first cross it. Your players should never be locked out because your game did well.

Does attack traffic count against my quota?

No. Your quota is metered on successful, hardware-attested validations. Anyone hitting the endpoint with an extracted API key fails attestation, so their requests are rejected without touching your limit — and they land in a separate abuse bucket that cannot starve your real players.

What is the validations-per-minute limit for?

It is the throughput ceiling for your game: how many players can be verified per minute at peak. Starter’s 120 a minute comfortably covers a few thousand monthly players; a game with tens of thousands of concurrent sessions needs Growth or Studio. Your dashboard tells you if you actually hit it, and suggests an upgrade only when one would genuinely help.

Can I switch plans mid-cycle?

Yes. Upgrades take effect immediately and are prorated. Downgrades apply at the end of the current billing period, so you keep what you paid for.

How does annual billing work?

You pay for ten months and get twelve — about 17% off. Billed once a year, same features, cancel before renewal at any time.

What does “unlimited” mean on Studio?

Genuinely unlimited games and players under normal commercial use; there is no hidden counter. If a single title reaches a scale where a flat fee stops making sense for either of us, we come to you and work out a custom plan — no quiet throttling, no surprise invoice.

When do paid plans actually open?

After the private beta. Right now accounts are invite-only and nothing is charged — no card, no billing. The prices are published early so you can plan, and they may still change before public launch.

Nothing to buy yet. Plenty to read.

Shown for transparency during the private beta: no card required, nothing is charged today, and prices may change before public launch. The pipeline every plan runs is documented in more detail than a pricing page should carry.