workspace-wide
Workspace ownershipOne plan covers the Persistly workspace, so projects, environments, billing, and runtime keys stay in one operator-owned place.
Pricing
Persistly prices workspaces around runtime usage and save-sync capacity instead of charging for inactive players or inflated MAU counts.
Workspace limits map to real save-sync capacity instead of generic player counts.
workspace-wide
Workspace ownershipOne plan covers the Persistly workspace, so projects, environments, billing, and runtime keys stay in one operator-owned place.
requests/min + requests/month
Runtime activityPlans scale by request capacity and monthly runtime requests, which maps to actual save-sync behavior.
no MAU penalty
Fair pricingQuiet players and inactive accounts do not inflate pricing just because they exist.
Free
Prototype path
Best for prototypes, local testing, and tiny games that need real save sync behavior.
Starter
RecommendedMost indie games start here
Billed yearly at $182.40.
Best fit for shipped indie games that need disciplined save sync without extra backend work.
Growth
For active games
Billed yearly at $470.40.
For games with real traction and higher sync volume across active players and devices.
Pro
Studio scale
Billed yearly at $1,430.40.
For studios and serious live games that need higher request ceilings and priority support.
Calculator
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
Use realistic save cadence, not every local mutation. Estimates depend on SDK policy, player behavior, payload size, and restore-history retention.
Estimated fit
Growthrecommended planTotal estimated storage: 6.5 GB. Persistly counts uncompressed payload size for customer quotas; internal compression is an implementation detail.
Typical save behavior
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 autosaveSave locally as progress accumulates, then sync periodically after offline gains or session checkpoints.
gameplay-triggered
Milestone checkpointSync after quests, inventory changes, boss fights, level exits, or other high-value moments.
occasional
Cross-device resumeA second device pulls the latest accepted save without turning quiet players into monthly cost drivers.
instant local write
Local-first progressPlayer progress stays responsive on the device before cloud sync becomes necessary.
Plan fit
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
The highlighted Starter column is the normal first paid plan for shipped indie games. Stage and production environments remain part of every plan.
| Capacity | Free | Starter | Growth | Pro |
|---|---|---|---|---|
| Workspace scale | ||||
| Projects | 1 | 3 | 10 | 25 |
| Environments | Stage + prod | Stage + prod | Stage + prod | Stage + prod |
| Runtime scale | ||||
| Prod requests/min | 60 | 300 | 1,200 | 3,000 |
| Stage requests/min | 20 | 60 | 120 | 300 |
| Requests/month | 100k | 1M | 5M | 20M |
| Burst | Small burst | Included | Included | Included |
| Storage and restore | ||||
| Storage | 1 GB | 25 GB | 100 GB | 500 GB |
| Restore history | 24h | 7 days | 30 days | 90 days |
| State max | 256 KB | 512 KB | 1 MB | 2 MB |
| Metadata max | 16 KB | 32 KB | 64 KB | 128 KB |
| Operational tooling | ||||
| Billing portal | Account setup | Included | Included | Included |
| Dashboard tooling | Project + keys | Project + keys | Project + keys | Project + keys |
| Save visibility | Recent activity | Recent activity | Recent activity | Recent activity |
| Auth Bridge | Stage Auth Bridge testing | Production Auth Bridge | Production Auth Bridge | Production Auth Bridge |
| Support path | ||||
| Support path | Public docs | Product support | Operational guidance | Priority support |
Example workloads
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 for validation, Starter for a shipped indie game.
Upgrade when request ceilings or additional projects become the constraint.
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 is the normal paid fit.
Growth makes sense when multiple games or higher active sync volume appear.
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 or Pro depending on request ceilings and project count.
Pro is for high ceilings, multiple projects, and priority support needs.
Scale later
Plan upgrades should reduce migration fear. Persistly keeps the same SDK, environments, and dashboard workflow while request ceilings grow.
100k requests/month
1M requests/month
5M requests/month
20M requests/month
PersistlyGameSaves remains the normal integration surface across Free, Starter, Growth, and Pro.
Plan changes adjust workspace capacity. They should not require replacing your save integration.
Stage and production keys stay part of the project model as request ceilings increase.
Projects, billing, invoices, runtime keys, and recent save activity stay dashboard-owned.
What Persistly does not charge for
Persistly stays focused on progression continuity and runtime activity instead of generic backend pricing categories.
Pricing FAQ
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.
No. Plans apply to the Persistly workspace/account. Projects, environments, and request capacity draw from that workspace plan.
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.
Yes. The dashboard billing portal handles plan and billing details. The SDK contract stays the same across plans.
The runtime returns structured rate-limit responses so SDKs and games can back off instead of retrying aggressively.
Yes. Yearly billing gets a 20% discount compared with paying month to month.
Billing details, invoices, payment methods, and billing contacts are handled through the Persistly billing portal.
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.
No. Persistly is designed around local-first progress. Games can save locally first and sync remotely at deliberate moments.
Most games should sync after meaningful gameplay moments or periodic checkpoints, not every frame or every tiny local mutation.
The game can sync queued progress when it is safe. Version checks and structured responses keep reconnect spikes from becoming silent overwrites.
Next step
Same SDK path, same dashboard workflow, and no MAU penalty while you find the right save-sync cadence.