How to read this page
Providers are listed by what they actually are, because "game server hosting" covers four different jobs: running your dedicated server for you, providing a networking library, orchestrating fleets, and renting raw machines. Prices are quoted only where the provider published them, in the provider's own units, with the access date. Units are not equivalent, so do not divide one by another. Where a fact could not be verified, it is left out.
At a glance
| Option | What it is | You manage | Billing basis (as published) |
|---|---|---|---|
| NetCraftGames | Managed hosting and configuration for an already-networked game; pre-launch | Your game build and client; we do config, deploy, operate | Monthly plans of weighted server hours, $49 to $99 (not yet charged) |
| Unity Multiplay Game Server Hosting | Unity's hosting service, wound down | n/a | Operated through March 31, 2026 |
| Edgegap | Orchestration and on-demand hosting at many locations | Container build, integration | Per vCPU-minute and egress, plus a limited free trial |
| Amazon GameLift Servers | AWS managed fleets, containers or your own machines | Server SDK integration, fleet and scaling setup | Per instance duration, billed per second with a one-minute minimum |
| PlayFab Multiplayer Servers | Azure-based pool of custom game servers | Server build, scaling settings | VM hours and network egress, with a limited free evaluation |
| Photon (PUN, Fusion, Realtime) | Networking library plus cloud relay | Your game uses their networking | Concurrent connected users (CCU) |
| Self-hosting on a VM | Rent a machine yourself | Everything | Provider's hourly VM and bandwidth rates |
What each one is good at
Unity Multiplay Game Server Hosting
Unity announced it was winding down direct support for Multiplay Game Server Hosting and operated the service through March 31, 2026. Unity said it licensed the Multiplay Game Server Hosting software to Rocket Science Group, and that Matchmaker, Relay, Lobby and Distributed Authority are unaffected. If you were a Multiplay customer, you need a new host; NetCraftGames can be one only after it launches and only for builds in the supported lanes.
Edgegap
Edgegap's published pay-as-you-go rates were $0.00115 per vCPU per minute and $0.10 per GB of egress per month, with no idle charge, on its pricing page dated October 2, 2026. Its free trial lists one app with two versions, up to 1.5 vCPU and 3 GB, one concurrent deployment and a 60-minute uptime cap per deployment. It is the better choice when you need many global locations and orchestration at match scale.
Amazon GameLift Servers
GameLift offers managed EC2 fleets, container deployments and an "Anywhere" option for machines you manage. AWS documents that you integrate the GameLift server SDK into your game server. Instances are billed by duration, per second, with a one-minute minimum. It is the better choice for large-scale, autoscaling, multi-region fleets and teams already on AWS.
PlayFab Multiplayer Servers
PlayFab's billing documentation says Multiplayer Servers are billed on consumption: VM instance hours and network egress, with a limited free evaluation (750 Dasv4 core hours in East US and North Europe and a 24-core cap). Microsoft notes that standby capacity typically adds about 20 percent to required compute hours. It is a strong fit for Azure and Xbox-adjacent teams that want scaling pools.
Photon
Photon is a different category: a networking library and cloud relay. The PUN pricing page lists a free tier of 20 concurrent connected users and paid tiers priced by concurrent users rather than server hours. If you build on Photon, you do not need dedicated server hosting for that networking. If your game uses Mirror, NGO, Unreal or Godot networking, Photon does not replace it.
Self-hosting on a VM
Renting a cloud or VPS machine is usually the cheapest per hour and the most flexible. You also own patching, firewalls, the process supervisor, TLS for WebSockets, idle shutdown, backups and being awake when it breaks. The cheap hosting guide covers this path honestly.
When NetCraftGames is the wrong choice
- You need Windows or macOS server builds, or arm64. NetCraftGames hosts Linux x64 only.
- You need many regions or match-scale autoscaling. NetCraftGames runs in
us-east-1only. - You need a TURN relay for restrictive networks. We offer signaling only.
- You need universal anti-cheat or automatic bans. We provide neither.
- You need a published uptime commitment today. We have no measurements to publish.
- You need to start now. NetCraftGames is not accepting customers yet.
When it may be the right choice
- You have a working Linux server build and no appetite for operating servers.
- You want a connection config and an explanation of any failure, not a dashboard of knobs.
- Your game is small enough that weighted hours per month, not match-scale fleets, is the right unit.
Frequently asked questions
What are good alternatives to Unity Multiplay?
Unity wound down Multiplay Game Server Hosting on March 31, 2026 and licensed the software to Rocket Science Group. Alternatives include Edgegap, Amazon GameLift, PlayFab Multiplayer Servers and renting your own machine. NetCraftGames is a small managed option for Linux x64 builds, but it is not accepting customers yet.
Is NetCraftGames cheaper than Edgegap or GameLift?
Not per hour. Edgegap and GameLift publish per-minute or per-second compute rates, and bare machines cost less per hour than a NetCraftGames plan hour. NetCraftGames sells configuration, deployment, idle shutdown and failure help bundled into monthly plans. Units differ, so compare your own expected hours before deciding.
Sources
- Unity Discussions: End of services (Multiplay wind-down), accessed October 3, 2026
- Edgegap pricing, accessed October 3, 2026
- Amazon GameLift Servers FAQs, accessed October 3, 2026
- Amazon GameLift Servers pricing, accessed October 3, 2026
- Microsoft Learn: Billing for PlayFab Multiplayer Servers 2.0, accessed October 3, 2026
- Photon PUN pricing, accessed October 3, 2026