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Pricing

Pricing built on honest server hours

Three monthly plans, $49, $79 and $99, each include a fixed number of weighted server hours, transfer and storage. There is no unlimited always-on offer. Nobody is being charged yet: NetCraftGames is pre-launch.

By Charging Bull SoftwareLast updated:

The plans

Creator

$49 / month

40 standard server hours, about 1.3 hours a day. $1.23 per hour if fully used.

  • Published games10
  • Standard server hours40
  • Transfer10 GiB
  • Storage10 GiB
  • Connection ceiling50

Studio

$99 / month

120 standard server hours, about 4.0 hours a day. $0.82 per hour if fully used.

  • Published games50
  • Standard server hours120
  • Transfer40 GiB
  • Storage50 GiB
  • Connection ceiling150

All plans at a glance

PlanPrice per monthPublished gamesStandard server hoursTransferStorageConnection ceiling
Creator$49104010 GiB10 GiB50
Maker$79258025 GiB25 GiB100
Studio$995012040 GiB50 GiB150

The connection ceiling is the number of simultaneous player connections a plan allows across browser WebSocket gateway sessions and WebRTC signaling.

How weighted server hours work

An hour is spent only while a server is running and verified ready. Startup time is not counted. A bigger server spends hours faster:

Server profileResourcesHours used per wall-clock hour
Standard2 vCPU, 4 GiB memory1
Large4 vCPU, 8 GiB memory2

So 40 standard hours on the Creator plan is one standard server running about 1.3 hours a day for a month, or two or three servers for a short test weekend. It is not a month of always-on hosting. Plans with more hours cost less per hour, so the Studio plan is cheaper per hour than Creator if you use them.

The capacity boost

The capacity boost costs $19 one time and adds 20 standard server hours and 5 GiB of transfer ($0.95 per hour). Boost balances carry forward while your subscription is active. Hosting requires an active subscription.

A boost costs more per hour than moving up a plan, on purpose: if you need extra hours every month, a bigger plan is cheaper.

Rules that surprise people, stated up front

  • Unused base hours expire at renewal. Boost hours carry forward while the subscription is active.
  • Hosting requires an active subscription. Without one there is no capacity.
  • No automatic overage purchase. When hours run out, servers are saved and stopped rather than silently billed.
  • No unlimited always-on. Keeping a game awake spends prepaid hours.
  • Idle shutdown protects your hours. If your server reports player counts, it stops after ten continuous minutes with zero players. See the idle shutdown guide.
  • Region. Servers run in us-east-1 only.

Limits you should know about

LimitCurrent value
Browser WebSocket gateway: largest frame64 KiB
Browser WebSocket gateway: rate per connectionup to 120 messages and 2 MiB per second
WebRTC signaling: largest message16 KiB
WebRTC room size2 to 16 peers; rooms expire after two hours
Idle shutdownafter 10 continuous minutes with zero players (needs player-count reporting)
Regionus-east-1 only

Is this cheaper than renting a server yourself?

Per raw hour, no. A bare cloud virtual machine costs less per hour than a plan hour, and if you are comfortable operating Linux servers, self-hosting can be the cheaper path. What the plan buys is the work around the machine: reading your submission, producing the connection config, deploying and verifying it, shutting down empty servers, saving state and emailing a concrete fix when something fails. See alternatives compared and the cheap hosting guide for the trade-offs.

What is not decided yet

Refund and cancellation terms, tax handling and the support commitments will be in the Terms before launch. The draft Terms are not final.

Frequently asked questions

How much does NetCraftGames cost?

The plans are Creator at $49 a month, Maker at $79 and Studio at $99, plus a one-time $19 capacity boost. They are product settings, not live prices: nobody can buy them yet because NetCraftGames is pre-launch. Join the waitlist to be told when pricing is final.

What is a weighted server hour?

It is one hour of a running, verified-ready server, multiplied by the server's size. A standard server of 2 vCPU and 4 GiB uses one hour per hour; a large server of 4 vCPU and 8 GiB uses two. Startup time is not counted, and sleeping servers use nothing.

Is there an unlimited plan?

No. Every plan has a fixed number of weighted server hours, and keeping a game awake spends them. Unused base hours expire at renewal. When hours run out, servers are saved and stopped instead of being billed automatically, because no automatic overage purchase exists.