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We’ve had lots of questions around pricing since we released the alpha, so ahead of its official release targeted for early February, I wanted to share our plans for the pricing for SpatialOS.
So how will the pricing of SpatialOS work?
- You’ll only be charged for what you use in cloud deployments of your game: how many workers the deployment uses, the number of users connected, and how long the workers and users are on for*.
- Specifically, we’ll calculate the number of worker-hours and the number of user-hours used up during the deployment. This will vary with the scale and complexity of your game, and the number of people playing it.
- Different types of workers will be priced differently, reflecting their different compute and support requirements. We expect to have pricing for Unity3D workers and C++ workers from the start; and we’ll add pricing for new types of worker as they become available.
- Pricing of user-hours will reflect the external bandwidth costs and support costs for client workers. It’s likely we’ll have different types of user-hour pricing, based on the requirements of different types of games (for example, bandwidth requirements will depend on their level of fidelity).
- You won’t be charged for what you need to build games: the SDK, the tools to run and understand a SpatialOS deployment, the support forums. These will all come included with your SpatialOS license.
- We’re also aiming not to charge for very small cloud deployments running for a limited duration, so everyone can experiment with cloud deployments.
We’re working to release the full details of pricing in early February, including price points and the first set of worker pricing. We’ll have more details to share on that closer to the date.
Let me know what you think, and if you have any questions.
*Workers are the microservices that perform the computation for a SpatialOS game world, and can be games engines or your own custom workers. Users, or ‘clients’, are a particular type of worker that players use to connect to a game.