Credit cost & pricing
Find out what it would cost to run your multiplayer game using coherence.
How does it work?
coherence's pricing is designed to be accessible for all developers, ranging from indie developers to AAA game studios.
Our platform helps you utilize compute resources efficiently in order to minimize wasteful spend. We know that forecasting cloud costs can be daunting, so coherence provides different subscription plans for different requirements, and the flexibility to change plans at any time, or purchase additional credits to deal with short term bursts or spikes in the number of users.
coherence uses our own in-house virtual credit system to keep track of costs.
Some basic facts:
There are no hard limits (like max CCU, max bandwidth, etc.). The amount of resources you have is defined by the amount of credits you have.
Credits renew every month. You get again the full amount of credits based on the tier you're on.
If you need more credits, you can purchase them for a fee, or move to a different tier.
You can move tier every month, if you want.
Unused credits don't move over to the following month.
Why credits?
Since no two games are identical in their use of cloud resources, credits give you the flexibility you need for your Unity multiplayer game. Whether you’re building a platformer, a virtual DJ venue, a racing sim game or the next big MMO, our credit system makes sure your project gets maximum value and usage out of your chosen tier!
Credits explained
Credits are coherence’s virtual unit of cost that can be converted into resources. Use the table below to understand exactly what costs a certain amount of credits:
Resource | Cost |
---|---|
CCU Hour | 1 credit / CCU Hour |
Small Simulator | 20 credits / Server Hour |
Medium Simulator | 40 credits / Server hour |
Large Simulator | 80 credits / Server hour |
X-Large Simulator | 160 credits / Server hour |
Bandwidth | 200 credits / GB / Month |
KV Database | 5 credits / 100MB / Hour |
Storage | 70 credits / 1TB / Hour |
Detailed explanations of these terms are available in our Glossary.
Calculating credit costs
On the Free tier, you get 30 000 credits every month, free of charge.
For Paid tiers (Bronze to Platinum) the cost is 1000 credits for $0.83.
For Extra credits that are applied when you use more than your plan provides, the cost is higher at 100 credits for $0.20.
Rooms
The cost for a game session in a room based game is calculated easily as follows:
Where:
sessionLength = the maximum duration of a game session in minutes
maxPlayers = the maximum number of players that can join a game session
sessionBandwidthGB = total outbound bandwidth in GB
For the purposes of our bandwidth/storage calculations, 1 GB equals 1000MB, not 1024MB.
Example
Sessions per month = 150,000
Max players per session = 12
Max length of a session = 10 minutes
Outbound bandwidth per session = 2.5 MB
150K sessions would cost approximately 135K credits.
Worlds
It's equally simple to calculate the cost for a persistent world that is online 24/7:
Where:
worldSize = the maximum number of players that the world can host
averageHourlyTrafficGB = the average outbound bandwidth consumed hourly by the world
Example
Number of worlds online = 3 (24/7, eg. NA, EU, Asia)
Max players per the world = 250
Average outbound bandwidth per hour = 95 MB
Hosting three worlds for up to 250 players would cost approximately 580K Credits.
Simulators
Simulators generate credit cost only if they are running.
To calculate costs for a Simulator you need to understand how many Simulator instances you require, and for how long they will be online. For Room-based games, credit costs can be calculated with the following formula:
Example
simUtilisationPerSession = 0.5 (one instance for 2 concurrent sessions)
timeOnlinePerInstance = 10 (sessionLength of room example above)
simInstanceCost = 40 (medium sim)
Simulator support for 50K sessions would cost approximately 35K Credits.
Billing
Every month we calculate your credit cost based on the total consumption of CCU hours and bandwidth. Before we calculate the total credit cost based on the aforementioned formulas, we deduct the included CCU hours and bandwidth in your plan.
The base subscription fee will be invoiced at the beginning of the month. If you exceed your limits and require additional credits, these will be invoiced with a separate invoice at the end of the month.
Subscription plans
Don't forget to also take a look at our Pricing page to:
See the available features and benefits of various subscription tiers
Understand what credits are and see how many you get per tier
See example game costs
Limits and caveats
Individual Rooms are limited to 100 CCUs. The total number of Rooms is unlimited provided the credit usage stays within plan limits but there's a limit of 1000 CCUs across all rooms.
Individual Worlds are limited to 1000 CCUs. The total number of Worlds is unlimited provided that the credit usage is within plan limits but there's a limit of 1000 CCUs across all worlds.
Enterprise customers can negotiate custom sizes and limits for both Rooms and Worlds.
Costs per session or World will increase if additional features such as Simulators or KV-Store are utilized.
Each plan comes with a maximum amount of purchasable extra credits. Exceeding that limit will result in throttling CCUs and an extra charge at the end of the billing cycle for features that can't be throttled like storage.
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