We’ve updated our pricing page and documentation to make full pricing details publicly available. We’ve also expanded what we offer with our free tier.
We have updated our pricing page as well as our documentation with new details for both our free and paid tiers. We recommend current users and anyone who has previously had questions related to SpatialOS pricing review the new content, starting with the updated pricing page. The webpage provides an overview of both the free and paid tiers and includes some pricing examples. From there, we recommend checking out the additional details provided in our documentation.
This should provide more clarity to developers about what’s included in our free tier. It is still completely free to learn how to use SpatialOS, to prototype a game and to start development. We’ve also made several improvements to the free tier, making it easier for developers to make faster progress with a wider range of projects.
First, we’ve introduced a new technical support commitment. This means everyone can now rely on us for timely technical advice to keep their projects progressing as fast as possible. Second, we’ve given you a greater range of game template sizes (explained in more detail below) for the single cloud-based instance you can use for free. Lastly, we’ve increased the size of the largest cloud-based game instance we make available for you to use.
Previously, the free tier only let you use the small game template when configuring your deployment. The largest template now available with the free tier, 'w4_r1000_e10' (also with a new naming convention!), more than doubles the capacity of the SpatialOS Runtime per game instance (now expressed in terms of ‘operations’, which are the messages it sends and receives) and includes the same compute resources for your game servers (which we call server-worker instances).
If you’re currently using the small template in your deployment configuration, you have the option to upgrade to one of the new templates and use the new SpatialOS Runtime capacity to add more content, more players or increase the fidelity of your game instance. You can do this by using one of the new template names in your launch configuration. We hope this gives developers an even greater opportunity to innovate on gameplay for free.
As explained in more detail in our documentation, outside of the free tier, we charge for hosting when you launch cloud-based game instances. This applies whether you are testing or launching your game. In order to start an instance of your game in the cloud with SpatialOS, you need to launch a deployment. For each deployment, you choose a game template based on the size of your deployment. The template gives you all the cloud resources you need to run a single deployment. We charge based on the template you choose, how long your deployment runs for (to the nearest minute) and where it is hosted. There are no additional cloud costs.
This approach makes pricing simple and structured in a similar way to hosting available from cloud infrastructure providers.
For traditional cloud-hosted dedicated server games, you pay separately for a machine to run your game server, bandwidth for sending data to players and debugging/monitoring tooling. With SpatialOS, you pay one price per game template that gives you everything you need: machine(s) to run game servers, bandwidth for sending data to players, debugging/ monitoring tooling and the SpatialOS Runtime
In order to estimate your total SpatialOS cost, you just need to know the template size you need for each of your game instances and the number of game instances you need based on your expected concurrent player count. (Your player count will likely vary over time but you can use SpatialOS to scale your game instances accordingly.)
The pricing examples should help get you started with selecting a template size. Ultimately we expect you to find the optimal template(s) for your game based on your testing and we expect it to change during development as you add or change content. In the future, we plan to provide greater guidance about where to start with a range of different game types.
This is just the start. Here is what we’re working on next: