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 needs, 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 artificial limits for cloud resources such as CCU hours, bandwidth, db size, etc.

  • Credits are only 'consumed' when you use coherence cloud resources - you only pay for what you use.

  • Included credits renew every month. You get again the full amount of credits based on your subscription plan.

  • Any credits you use on top of the included credits cost a fixed fee per 100 credits.

  • You can change your subscription every month, if you want and according to your needs.

  • Unused included credits don't carry 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

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 'Develop' subscription plan, you get 10,000 credits every month, free of charge.

The 'Launch' subscription includes 25,000 credits and any additionally used credits cost $0.16 per 100 credits.

The 'Scale' subscription includes 500,000 credits and any additionally used credits cost $0.13 per 100 credits.

Rooms

The cost for a game session (sessionCreditCost) in a room-based game is calculated easily as follows:

sessionCreditCost = (maxPlayers * sessionLength / 60 * 1) + (sessionBandwidthGB * 200)

Where:

  • sessionLength = the average duration of a game session in minutes

  • maxPlayers = the maximum number of players that can join a room per game session

  • sessionBandwidthGB = total outbound bandwidth in GB

And:

  • (maxPlayers * sessionLength / 60 * 1) equals the credit costs for the CCU hours per session

  • (sessionBandwidthGB * 200) equals the credit cost for the consumed bandwidth per session

For the purposes of our bandwidth/storage calculations, 1 GB equals 1000MB, not 1024MB.

Example

Sessions per month = 50,000

Max players per session = 12

Average length of a session = 2 minutes

Outbound bandwidth per session = 12 MB (or 0.012 GB)

sessionCreditCost = (12 * 2 / 60 * 1) + (0.012 * 200) = 2.8 credits

50K sessions would cost approximately 140K credits.

Worlds

It's equally simple to calculate the cost for a persistent world (worldCreditCost) that is online 24/7:

worldCreditCost = (worldSize * 24 * 30 * 1) + (averageHourlyTrafficGB * 24 * 30 * 200)

Where:

  • worldSize = the maximum number of players that the world can host

  • averageHourlyTrafficGB = the average outbound bandwidth consumed hourly by the world

And:

  • (worldSize * 24 * 30 * 1) equals the credit cost for the CCU hours for the world per month

  • (averageHourlyTraffic * 24 * 30 * 200) equals the credit cost for the monthly bandwidth consumption per world

Example

Number of worlds online = 3 (one per NA, EU, Asia)

Max players per the world = 250

Average outbound bandwidth per hour = 100 MB (or 0.1 GB)

worldCreditCost = (250 * 24 * 30) + (0.1 * 24 * 30 * 200) = 194,400 Credits

Hosting three worlds for up to 250 players would cost approximately 583K Credits.

Simulators

Simulators generate credit cost only if they are running.

To calculate the monthly costs for simulators you only need to know what type of simulator (eg. small or medium) you might be using and how long each simulator instance will be online per month. With this information simulator credit costs (totalSimCost) can be calculated with the following formula:

totalSimCost = (simInstanceCost) * (timeOnlinePerInstance / 60)

Example

A competetive FPS could ustilize simulators to prevent cheating. For that purpose the game could start one small simulator with every room (or per session) which contains key game data and is used to verify the data sent by the clients. In that case each simulator instance would be online for the duration of a session, for example 15 minutes.

timeOnlinePerInstance = 15 minutes (or 0.25 hours)

simInstanceCost = 20 credits (for a small simulator instance)

totalSimCost (per session) = 0.25 * 20 =  5 credits

Adding simulators increases the credit cost by 5 credits per session.

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. This limit only applies to non-Enterprise tiers.

  • 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. This limit only applies to non-Enterprise tiers.

  • 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.

Sessions per month = 150,000

Max players per session = 12

Max length of a session = 10 minutes

Outbound bandwidth per session = 2.5 MB

sessionCreditCost = (12 * 2 / 60 + 2.5 / 1000 * 200) * 150000 = 135,000 credits

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:

worldCreditCost = (worldSize * 24 * 30) + (averageHourlyTrafficGB * 24 * 30) * 200

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

worldCreditCost = ((250 * 24 * 30) + ((95 / 1000) * 24 * 30) * 200) * 3 = 581,040 Credits

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:

totalSimCost = (timeOnlinePerInstance / 60) * (simInstanceCost * simUtilisationPerSession)

Example

simUtilisationPerSession = 0.5 (one instance for 2 concurrent sessions)

timeOnlinePerInstance = 10 (sessionLength of room example above)

simInstanceCost = 40 (medium sim)

totalSimCost (per session) = (2 / 60) * (40 * 0.5) =  0.7 credits

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. This limit only applies to non-Enterprise tiers.

  • 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. This limit only applies to non-Enterprise tiers.

  • 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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