Pricing

Pricing that scales with save activity, not player count.

Persistly prices workspaces around runtime usage and save-sync capacity instead of charging for inactive players or inflated MAU counts.

No MAU penaltySame SDK pathStage and production included

Fair operational pricing for progression-heavy games.

Workspace limits map to real save-sync capacity instead of generic player counts.

01

workspace-wide

Workspace ownership

One plan covers the Persistly workspace, so projects, environments, billing, and runtime keys stay in one operator-owned place.

02

requests/min + requests/month

Runtime activity

Plans scale by request capacity and monthly runtime requests, which maps to actual save-sync behavior.

03

no MAU penalty

Fair pricing

Quiet players and inactive accounts do not inflate pricing just because they exist.

Free

Prototype path

$0

Best for prototypes, local testing, and tiny games that need real save sync behavior.

100k runtime requests/monthReal save-sync behavior for prototypes and tiny games
  • 1 project
  • 100k runtime requests/month
  • 60 prod requests/min, 20 stage requests/min
  • 1 GB storage
  • 24h smart restore history
  • 256 KB slot data, 16 KB slotInfo
  • Stage + prod environments
  • Runtime keys with test/live separation
  • Stage Auth Bridge testing
  • Public docs and SDK examples
Start free

Growth

For active games

$39.20/mo

Billed yearly at $470.40.

For games with real traction and higher sync volume across active players and devices.

5M runtime requests/monthHigher sync volume across active players and devices
  • Everything in Starter, plus:
  • 10 projects
  • 5M runtime requests/month
  • 1,200 prod requests/min, 120 stage requests/min
  • 100 GB storage
  • 30-day smart restore history
  • 1 MB slot data, 64 KB slotInfo
  • Production Auth Bridge
  • Higher request and storage limits
Create account

Pro

Studio scale

$119.20/mo

Billed yearly at $1,430.40.

For studios and serious live games that need higher request ceilings and priority support.

20M runtime requests/monthHigh request ceilings and priority support for live games
  • Everything in Growth, plus:
  • 25 projects
  • 20M runtime requests/month
  • 3,000 prod requests/min, 300 stage requests/min
  • 500 GB storage
  • 90-day smart restore history
  • 2 MB slot data, 128 KB slotInfo
  • Production Auth Bridge
  • Priority support for live games
Create account

Calculator

Estimate requests, RPM, and storage before launch.

Use this as a planning guide. Real usage depends on SDK settings, save size, player behavior, and how often your game syncs remote state.

Plan calculator

Estimate save-sync capacity before choosing a plan.

Use realistic save cadence, not every local mutation. Estimates depend on SDK policy, player behavior, payload size, and restore-history retention.

Estimated fit

Growthrecommended plan
Monthly requests210,000
Peak RPM488
Current storage0.09 GB
7-day history estimate6.4 GB

Total estimated storage: 6.5 GB. Persistly counts uncompressed payload size for customer quotas; internal compression is an implementation detail.

Typical save behavior

Translate gameplay into runtime traffic.

Most games do not need to sync every local mutation. Persistly pricing is easier to reason about when save activity maps to real player moments.

every few minutes

Idle autosave

Save locally as progress accumulates, then sync periodically after offline gains or session checkpoints.

gameplay-triggered

Milestone checkpoint

Sync after quests, inventory changes, boss fights, level exits, or other high-value moments.

occasional

Cross-device resume

A second device pulls the latest accepted save without turning quiet players into monthly cost drivers.

instant local write

Local-first progress

Player progress stays responsive on the device before cloud sync becomes necessary.

Plan fit

Choose by where your game is operationally.

Free validates the integration, Starter is the safe first production plan, and higher tiers increase request and project headroom without changing the SDK path.

Free

Prototype, local testing, small demos, and first integration proof.

Upgrade when you need more projects or real production request headroom.

Starter

Shipped indie games, premium single-player campaigns, and smaller idle games.

Best first paid plan when the game is live and save sync is part of production.

Growth

Games with traction, several projects, and higher sync frequency across active players.

Move here when request ceilings or project count start shaping operations.

Pro

Studios and serious live games that need high request ceilings and priority support.

Use when save sync is part of an active operational workflow across multiple games.

Comparison

Workspace capacity, runtime scale, and support path.

The highlighted Starter column is the normal first paid plan for shipped indie games. Stage and production environments remain part of every plan.

CapacityFreeStarterGrowthPro
Workspace scale
Projects131025
EnvironmentsStage + prodStage + prodStage + prodStage + prod
Runtime scale
Prod requests/min603001,2003,000
Stage requests/min2060120300
Requests/month100k1M5M20M
BurstSmall burstIncludedIncludedIncluded
Storage and restore
Storage1 GB25 GB100 GB500 GB
Restore history24h7 days30 days90 days
State max256 KB512 KB1 MB2 MB
Metadata max16 KB32 KB64 KB128 KB
Operational tooling
Billing portalAccount setupIncludedIncludedIncluded
Dashboard toolingProject + keysProject + keysProject + keysProject + keys
Save visibilityRecent activityRecent activityRecent activityRecent activity
Auth BridgeStage Auth Bridge testingProduction Auth BridgeProduction Auth BridgeProduction Auth Bridge
Support path
Support pathPublic docsProduct supportOperational guidancePriority support

Example workloads

Runtime activity matters more than account count alone.

Browser idle game

Many quiet players, local progress between sessions, and periodic sync after offline gains.

MAU can look large even when actual save-sync traffic is modest.

Free -> Starter

Free for validation, Starter for a shipped indie game.

Upgrade when request ceilings or additional projects become the constraint.

quiet playersperiodic syncoffline gains

Premium RPG

Checkpoint saves after quests, inventory changes, boss fights, and cross-device resumes.

Save value is high, but sync moments are controlled by gameplay milestones.

Starter

Starter is the normal paid fit.

Growth makes sense when multiple games or higher active sync volume appear.

checkpoint savescontrolled synchigh-value progress

Progression-heavy live game

More frequent saves, multiple environments, support workflows, and higher request headroom.

Runtime activity and operational scale matter more than account count alone.

Growth / Pro

Growth or Pro depending on request ceilings and project count.

Pro is for high ceilings, multiple projects, and priority support needs.

frequent savesmultiple environmentssupport workflow

Scale later

Start tiny, then add capacity without changing the save path.

Plan upgrades should reduce migration fear. Persistly keeps the same SDK, environments, and dashboard workflow while request ceilings grow.

FreeValidate

100k requests/month

StarterShip

1M requests/month

GrowthScale

5M requests/month

ProOperate

20M requests/month

Same SDK path

PersistlyGameSaves remains the normal integration surface across Free, Starter, Growth, and Pro.

No backend rewrite

Plan changes adjust workspace capacity. They should not require replacing your save integration.

Same environments

Stage and production keys stay part of the project model as request ceilings increase.

Same dashboard workflow

Projects, billing, invoices, runtime keys, and recent save activity stay dashboard-owned.

What Persistly does not charge for

Quiet players should not inflate save-sync pricing.

Persistly stays focused on progression continuity and runtime activity instead of generic backend pricing categories.

Inflated MAU
Inactive players
Enterprise-only staging unlocks
Bundled multiplayer tooling
Generic backend seat pricing

Pricing FAQ

Short answers before you choose a plan.

Why not price by MAU?

Game save-sync cost depends more on runtime activity than account count. A quiet player and a player syncing every few seconds should not be priced the same way.

Is billing per game?

No. Plans apply to the Persistly workspace/account. Projects, environments, and request capacity draw from that workspace plan.

Can I start free?

Yes. Free is meant for prototypes, local testing, small demos, proving the first named save path, and testing Auth Bridge with stage keys before paid production use.

Can I change plans later?

Yes. The dashboard billing portal handles plan and billing details. The SDK contract stays the same across plans.

What happens at rate limits?

The runtime returns structured rate-limit responses so SDKs and games can back off instead of retrying aggressively.

Do yearly plans discount?

Yes. Yearly billing gets a 20% discount compared with paying month to month.

Where do invoices live?

Billing details, invoices, payment methods, and billing contacts are handled through the Persistly billing portal.

What counts as a runtime request?

Runtime requests are calls made through the save-sync runtime, such as loading, saving, syncing, or checking accepted save state through the supported SDK path.

Does every local autosave become a billable cloud request?

No. Persistly is designed around local-first progress. Games can save locally first and sync remotely at deliberate moments.

How should I think about autosave cadence?

Most games should sync after meaningful gameplay moments or periodic checkpoints, not every frame or every tiny local mutation.

What happens after offline play reconnects?

The game can sync queued progress when it is safe. Version checks and structured responses keep reconnect spikes from becoming silent overwrites.

Next step

Start free, test stage keys, and upgrade only when production save traffic needs it.

Same SDK path, same dashboard workflow, and no MAU penalty while you find the right save-sync cadence.