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Pricing

Pay for Bytes, CPU
and Storage.

That is the whole bill. Usage is drawn from a prepaid wallet as it happens. There is no subscription, no per-seat fee, no charge for creating an app, and no charge per message or per API call — a message is paid for by its bytes.

Three meters. One wallet. Nothing else to buy.

CK Spatial Fabric meters network bytes in and out, CPU time across everything it runs for you, and data you keep stored. Every app starts with a monthly free allowance on each. Above it, usage is charged to your wallet within about a minute of happening — and stops, rather than charging, if the wallet is empty.

Prepaid Wallet No Subscription No Per-Seat Fee No Per-App Fee Counts Never Priced Free Stays Free

Three Free Apps. Every Month. Every Organization.

Each free app carries its own allowance, sized for a casually-played four-player game. No card required, and nothing is charged until you fund a wallet.

Data Out

5GB

per app, per month

Everything the Service delivers to your clients — state, replication, fan-out — measured at the network interface.

Data In

5GB

per app, per month

Everything your clients send to the Service. Counted separately, so an upload never eats into your outbound allowance.

Compute

20CPU-hrs

per app, per month

One pool across GraphQL resolvers, automations and compute modules. Nothing is metered twice.

Storage

1GB-month

per app, held for the month

Durable data held over time. A gigabyte kept all month, or two gigabytes kept for half of it.

A hard allowance, not a trial that starts charging. When a free app spends an allowance, the Service refuses that app's traffic until the month resets or you fund a wallet. Free apps also run at a soft cap of roughly 1 MB/s; funding a wallet lifts it. Allowances reset monthly and do not roll over. Writes by compute modules carry no free allowance and are priced from the first byte.

What It Costs Above the Free Tier

Dimension Measured as Free each month Price
Network
Data outAggregate Data Volume — state, replication and fan-out delivered to your clients Decimal GB on the wire 5 GB per app $0.19per GB
Data inAggregate Data Ingress — what your clients send to the Service Decimal GB on the wire 5 GB per app $0.02per GB
Compute
CPU timeGraphQL resolvers, automations and compute modules — one price across every engine CPU-hours 20 CPU-hours per app, pooled $3.60per CPU-hour
Storage
Stored dataDurable data held over time GB-months 1 GB-month per app $0.20per GB-month
Module writes — bytesData written to the database by compute modules Decimal GB written None $0.25per GB
Module writes — rowsRows written to the database by compute modules Rows written None $0.40per million rows
Optional reserved capacity
Reserved realtime throughputUDP capacity provisioned and held for you — a floor, not a ceiling. Charged in addition to metered usage; includes no data volume of its own. MB/s reserved, per month $3.00per MB/s per month

Counts are never priced. A message, a datagram, an API operation or a notification is paid for by the bytes it moves and the CPU it takes — never by being counted. There is no per-message, per-operation or per-notification rate.

Charged as it happens. Each dimension is totalled over the month, rounded up to the next whole cent once, and drawn from your wallet as the total crosses each cent — within about a minute of the usage arriving. Your account shows an hourly itemisation.

Decimal units, wire bytes. 1 GB = 1,000,000,000 bytes, the same basis carriers and ISPs bill on. Bytes are measured as the frames actually placed on the wire, after any compression the Service applies.

Player-Authored Compute

Players Bring Their Own Wallet

When your game lets players write and run their own compute modules, that usage bills a player wallet, not yours. Each player gets a 250,000 compute-unit trial per app each month before anything is charged, priced on the same CPU, data-out and storage rates as the developer card above. Sub-cent usage is carried forward rather than rounded up each hour, and studios may add a markup on top.

Coming: pay your players' way. Organizations will be able to cover player expenses from their own wallet — for all players, or on terms you set — so a studio that wants player-built content to feel free can make it so. Until then, the player wallet is the only payer — and only for the compute units of player-authored modules, only in apps where you have enabled player compute. Everything else on this page bills your organization.

Per-Player Wallet 250k Units Free Same Unit Prices Optional Markup Org-Paid — Coming

Four Players, Casually Played, Costs Nothing

A full-mesh session's data out scales as N × (N−1) × f × b — players, updates per second, bytes per update. For four players, that is 12 × f × b. Three profiles from the Billing Basis, plus one that outgrows the free tier.

4 players · 30 hrs/mo

Light

10 updates a second, 40 bytes each. About 17 MB of data out per hour of play.

Data out~0.5 GB
Free allowance5 GB
Monthly bill$0.00
4 players · 30 hrs/mo

Typical

15 updates a second, 60 bytes each. About 39 MB of data out per hour of play.

Data out~1.2 GB
Free allowance5 GB
Monthly bill$0.00
4 players · 60 hrs/mo

Busy

20 updates a second, 100 bytes each, played twice as much. About 86 MB per hour — and the first profile to nudge past the allowance.

Data out~5.2 GB
Above free0.2 GB × $0.19~$0.04
Monthly bill~$0.04

Illustrative only, and not a performance or cost guarantee. Real figures depend on your tick rate, snapshot and delta sizes, compression and how much you compute server-side. Delta compression stretches an allowance substantially; higher tick rates shrink it. Each example is a single free app; an organization has three.

Run the Numbers Before You Ship

Simple takes the four meters as you would read them off your usage page. Advanced describes the world — actors, cadence, payload, spatial reach — and derives the bytes for you. Both price at the rate card above.

Usage per month

Optional

An estimate, not a quote. The advanced model is geometric: it counts the chunks within the replication distance at the density you give, delivers every update to the actors in them, and thins that by the decay you choose. A real world is lumpier than that — players cluster, then spread out — and the platform's interest management may deliver fewer updates than this counts. It ignores compression, which only lowers the bill. Player-authored compute, when a player's own wallet pays for it, is not in this total.

Where These Numbers Come From

There is one rate card, and every organization pays the same rates from it. The figures on this page are that card as published on the shared environment; the live copy is on Studio's pricing page and in your account, and if this page ever lags behind it, the live card is what you are billed at. Under the API Terms, a rate change applies to usage from the time it is published.

How a byte is counted, what the free tier includes and what happens at the limit are set out in the Free Tier and Billing Basis, which forms part of the Rate Card under the API Terms of Service. Reserved throughput is a published rate like every other line above — nothing to negotiate; buy it from your account when you want capacity held for you. Nothing on the rate card is priced by agreement, and an enterprise agreement does not change it.

Need a private environment or a custom SLA? Those are the two things priced by enterprise agreement — write to hello@crowdedkingdoms.com.

Enterprise

Need Capacity Held for You?

Private environments and custom SLAs, for an enterprise fee. Everything else is on the rate card. Tell us what you are building and we will size it with you.

Talk to Us

Developers

Start With Three Free Apps

Create an organization, build against the shared environment, and fund a wallet only when you outgrow the free tier. No card required to start.

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