You pay for players we actually verify — not seats, not requests, not attacks. Planned launch pricing, shown for transparency. Paid plans open after the private beta.
The maths behind that: Growth covers 12× the players for 3× the price of Starter — so your cost per player drops from $14.50 to $3.56 per thousand. Growing is where the pricing turns in your favour.
Your plan meters verified players only. If someone extracts your API key and floods the endpoint, every one of those requests fails hardware attestation — so none of them touch your quota. You are never billed for an attack on your own game.
Go over your player limit and nothing breaks. You get room to 110%, a warning to 125%, and only sustained overage past that is enforced. If your game blows up on a Friday night, it keeps running.
One monthly active player is one device that played at least once that month. Play once or a thousand times — it counts the same. No metering surprises at the end of the month.
Tiers change how many players you can verify and how much data you get back — never how hard we check. The cheapest plan runs the identical pipeline.
Every session's certificate chain is verified against Google's hardware roots. Verified boot state and bootloader lock are read from the TEE, not asked of the app.
Your APK's signing certificate and package name are pinned at registration. A repackaged or resigned build fails before it reaches gameplay.
Single-use nonces with a 30-second lifetime and a 30-second timestamp window. A captured payload cannot be replayed even seconds later.
No security logic runs on the client. The device reports, the server decides, and your game receives a signed result it can trust.
The SDK bridge is hash-pinned per release. A modified bridge is rejected at gate two, before any expensive verification runs.
Frida, injected libraries, su binaries and unlocked bootloaders are all detected — and reported to you with the specific reason, not just a pass/fail.
| Feature | Starter | Growth | Studio |
|---|---|---|---|
| Monthly price | $29 | $89 | $229 |
| Annual price | $290 | $890 | $2,290 |
| Games registered | 1 | 3 | Unlimited |
| Monthly active players | 2,000 | 25,000 | Unlimited |
| Cost per 1,000 players | $14.50 | $3.56 | Falls as you scale |
| Validations / minute | 120 | 1,200 | 12,000 |
| 8-gate validation pipeline | ✓ | ✓ | ✓ |
| Hardware TEE attestation | ✓ | ✓ | ✓ |
| HWID tracking & bans | ✓ | ✓ | ✓ |
| HWID export | — | ✓ | ✓ |
| Photon join validation | — | ✓ | ✓ |
| Cross-game ban network | — | ✓ | ✓ |
| Discord webhook | Failures & limits | + device detail, digests | Full detail + raw JSON |
| Raw validation data | — | — | ✓ |
| Support | Priority | Discord priority |
One device that validated at least once in the calendar month. Whether they play once or five hundred times, they count once. Devices that fail hardware attestation are never counted — you are not charged for cheaters or for attack traffic.
Nothing breaks straight away. Up to 110% of your limit everything runs normally with a warning in your dashboard. Between 110% and 125% it keeps running and we tell you clearly — dashboard banner, Discord alert, one email. Only sustained overage beyond 125% for three consecutive days is enforced. Your players should never be locked out because your game did well.
No. Your quota is metered on successful, hardware-attested validations. Anyone hitting the endpoint with an extracted API key fails attestation, so their requests are rejected without touching your limit — and they land in a separate abuse bucket that cannot starve your real players.
It is the throughput ceiling for your game — how many players can be verified per minute at peak. Starter's 120/min comfortably covers a few thousand monthly players; a game with tens of thousands of concurrent sessions needs Growth or Studio. Your dashboard tells you if you actually hit it, and only suggests upgrading when upgrading would genuinely help.
Yes. Upgrades take effect immediately and are prorated. Downgrades apply at the end of your current billing period, so you keep what you paid for.
You pay for ten months and get twelve — about 17% off. Billed once per year, same features, cancel before renewal at any time.
Genuinely unlimited games and players under normal commercial use. There is no hidden counter. If a single title reaches a scale where a flat fee stops making sense for either of us, we'll come to you and work out a custom plan — we won't quietly throttle you or send a surprise invoice.
After the private beta. Right now accounts are invite-only and nothing is charged — no card, no billing. These prices are published early so you can plan, and they may still change before public launch.
Shown for transparency during the private beta. Prices may change before public launch. No card required, nothing is charged today.