Draft pricing — numbers under review; the alpha is free for everyone today.
Two commitments shape this page. Every feature is in every tier — paid plans buy capacity, not features. And we meter concurrent players (CCU), not bandwidth, so your bill is something you can reason about instead of a daily meter that cuts your game off mid-playtest.
Tiers
Free — $0
For development, playtests, and small launches. Not a trial.
- Rooms up to 8 players — a full party, not a 4-player teaser
- 100 concurrent players (roughly 1,000–2,000 monthly players)
- Unlimited projects
- All features: rooms & lobbies, matchmaking, state sync, realtime events, player storage, leaderboards, Steam, the multiplayer debugger
Indie — $15/month
The tier most shipped games live on.
- Rooms up to 32 players
- 1,000 concurrent players (roughly 10,000–20,000 monthly players)
- Higher storage and leaderboard quotas
- Everything in Free
Studio — $79/month
For a game that's found its audience.
- Rooms up to 128 players
- 10,000 concurrent players
- Priority support — a human answers first
- Everything in Indie
Bigger than that? Talk to us — past 10,000 concurrent players you want a conversation, not a checkout page.
Honest notes
What costs money today?
Nothing. SpawnWeaver is in alpha and free for everyone — the tiers above are a draft of where we intend to land, published so you can plan (and object) before they ship. Alpha users get generous notice before anything changes.
What is a "concurrent player"?
Everyone connected to your game at the same moment. It's the number the dashboard shows you live, and it maps directly to what serving your game actually costs us — which is why we bill on it.
Concurrent players are a small slice of total players: a common rule of thumb is that peak CCU lands around 5–10% of monthly players. A game with 10,000 people playing over a month typically peaks somewhere around 500–1,000 at once.
Why meter players instead of bandwidth?
Because you can predict players and you can't predict bytes. Bandwidth meters punish exactly the moment you want to celebrate — a launch spike, a streamer picking your game up — and they make you audit your netcode to understand your invoice. Competing services cap free lobbies at 4 players and meter daily traffic; we'd rather charge for the thing you're actually buying.
Are there hidden caps?
No. The technical limits — message rates, state sizes, storage quotas — are listed with their exact values in Limits & quotas. Nothing is throttled silently.
What happens when I hit a limit?
You get a clear, named error (for example rate-limited or
storage-quota-exceeded), documented in Limits & quotas
together with the fix. Nothing is silently dropped and your room isn't killed.
What if I go over my CCU on launch day?
We contact you — we don't cut your game off mid-session. If a launch, festival or stream is coming, tell us ahead of time and we'll size your project for the day.
Why is the free room size 8, not 4?
Because 4 players isn't a party — it's a teaser. We'd rather you ship your 6-player co-op on the free tier and pay only when your game genuinely outgrows it.
Can I trust these numbers?
Treat them as a draft. The structure — full features in every tier, CCU-based metering, a free tier you can actually ship on — is the commitment; exact prices and ceilings may still move before launch. This page is updated first.