Private Beta The SDK isn't public yet. Accounts are invite-only while we harden it with beta partners.
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Pricing

The more you grow,
the less each player costs.

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.

8security gates per session
HardwareTEE attestation, not heuristics
<1stypical verdict time
0client-side trust
Starter
For solo devs shipping their first title
$290
/ YEAR
$24.17 / month · you save $58
$14.50 per 1,000 players · 2,000 MAU
Every session runs a real hardware attestation — a certificate chain verified against Google's roots. You're paying for players proven genuine, not for seats.
  • 1 game registered
  • 2,000 monthly active players
  • 120 validations / minute
  • Full 8-gate validation pipeline
  • HWID tracking & bans
  • Result JWT for Unity
  • Discord alerts — failures & limits
  • Email support
Move up to Growth when you pass ~2,000 monthly players, or need a second game.
Opens after beta
Best value
Growth
For games that are taking off
$890
/ YEAR
$74.17 / month · you save $178
$3.56 per 1,000 players — 4× cheaper than Starter
Twelve times the players for three times the price. Verifying at volume costs us less per player, and that saving goes to you rather than into margin.
  • 3 games registered
  • 25,000 monthly active players
  • 1,200 validations / minute
  • Everything in Starter
  • Photon join validation
  • Cross-game ban network
  • HWID tracking + export
  • Discord alerts + 60s digests, device detail
  • Priority support
Move up to Studio when you run more than 3 titles, or want the raw validation data.
Opens after beta
Studio
For teams running multiple titles
$2,290
/ YEAR
$190.83 / month · you save $458
Flat rate · unlimited players — cost per player keeps falling as you scale
A flat fee no matter how far you scale. At 200,000 players that's under 10¢ per thousand — the ceiling stops mattering long before you reach it.
  • Unlimited games
  • Unlimited monthly active players
  • 12,000 validations / minute
  • Everything in Growth
  • Raw validation data
  • Full-detail Discord webhooks
  • Discord priority support
Outgrow Studio and we'll build you a custom plan — you'll have earned it.
Opens after 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.

Attack traffic is free

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.

Your game won't just stop

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.

No per-seat, no per-request

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.

Included everywhere

The security doesn't change with the price.

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.

Hardware-backed attestation

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.

Certificate binding

Your APK's signing certificate and package name are pinned at registration. A repackaged or resigned build fails before it reaches gameplay.

Replay and clock protection

Single-use nonces with a 30-second lifetime and a 30-second timestamp window. A captured payload cannot be replayed even seconds later.

Server-side verdicts

No security logic runs on the client. The device reports, the server decides, and your game receives a signed result it can trust.

Bridge integrity

The SDK bridge is hash-pinned per release. A modified bridge is rejected at gate two, before any expensive verification runs.

Hook and root detection

Frida, injected libraries, su binaries and unlocked bootloaders are all detected — and reported to you with the specific reason, not just a pass/fail.

Compare

Every difference, side by side.

Feature comparison across Starter, Growth and Studio plans
Feature Starter Growth Studio
Monthly price$29$89$229
Annual price$290$890$2,290
Games registered13Unlimited
Monthly active players2,00025,000Unlimited
Cost per 1,000 players$14.50$3.56Falls as you scale
Validations / minute1201,20012,000
8-gate validation pipeline
Hardware TEE attestation
HWID tracking & bans
HWID export
Photon join validation
Cross-game ban network
Discord webhookFailures & limits+ device detail, digestsFull detail + raw JSON
Raw validation data
SupportEmailPriorityDiscord priority
Questions

The things worth asking.

What counts as a monthly active player?

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.

What happens if I go over my player limit?

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.

Does attack traffic count against my quota?

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.

What is the validations-per-minute limit for?

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.

Can I switch plans mid-cycle?

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.

How does annual billing work?

You pay for ten months and get twelve — about 17% off. Billed once per year, same features, cancel before renewal at any time.

What does "unlimited" mean on Studio?

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.

When do paid plans actually open?

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.