Pricing and plans
Alteruna offers fair prices throughout the development stages. Test the solution for free without registration, develop the game at a low cost, launch it at a fixed cost and scale the game with no traffic limits.
All plans come with unlimited concurrent users (CCU).
Compare plans and features
TERMS & VARIABLES | Evaluate | Basic | Plus | Pro | Enterprise |
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Licens (EULA)
unity Asset Store End User License Agreement (EULA) the alteruna EULA
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Unity | Alteruna | Alteruna | Alteruna | Alteruna |
For any application
The price plans are for any multiuser application, not only games.
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Instant stop subscribe
Stopping, deleting and upgrading a subscription is immediate but no refund for the started subscription period.
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Registration
The "Evaluate" plan does not require registration
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Additional data traffic
Additional data traffic for "PRO" at $0.10 per Gigabyte. "Enterprise": Contact us!
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Prioritised Support
Prioritised support through extended channels
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Network storage limits
Cloud storage limits for network prefs (Alteruna's version of player prefs): 32b values / no. of strings / string length
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5/2/64 | 16/8/128 | 64/16/256 | 1024/512/1024 | Contact us |
Data traffic included
Gigabytes of data traffic included per month
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1 GB | 3 GB | 10 GB | 60 GB | Contact us |
Price
Monthly cost
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Free | Free | $4.99 | $29 | Contact us |
TOPOLOGY | Evaluate | Basic | Plus | Pro | Enterprise |
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Shared state
The play room has state authority but the clients control the state of their own objects.
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Client–Server
The overall architecture of Alteruna Multiplayer
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Peer-to-peer
In a peer-to-peer network the interconnected nodes ("peers") share resources amongst each other without the use of a centralised server.
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Partner enquires? Investors? Please contact us!
DATA / TRAFFIC | Evaluate | Basic | Plus | Pro | Enterprise |
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Unreliable messaging
Connection-less protocol that does not guaranty delivery of packets.
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Reliable messaging
Reliable delivery of packets to the receiver.
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Remote procedure calls
A communication protocol (RPC) that permits program on different computers to request a service without having to understand the network's details.
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Websocket
Data transfer for web applications.
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CLOUD | Evaluate | Basic | Plus | Pro | Enterprise |
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Cloud service
Alteruna uses the world's top cloud network providers for its global cloud multiplayer service.
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Scalable
Alteruna Multiplayer scales seamlessly for users, rooms and servers over the globe.
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Flexible plans / traffic limits
Instantly upgrade plans and, at the end of the period, downgrade plans. Alerts when traffic limits are closing but no abrupt stop.
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Unlimited concurrent users
The service will scale automatically to the actual number of concurrent users.
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Unlimited session length
There will be no limit to a game session when users are logged in to a room.
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Unlimited room hours
The aggregated session lengths (room hours) will be unlimited during the billing period.
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Select server location
Select the cloud region closest to you and your co-developers and players.
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Prepaid data traffic pots
The price plan supports the purchase of prepaid data traffic pots.
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Postpaid data traffic
The price plan supports postpaid billing of the additional data traffic used for a billing period.
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Dedicated servers
The price plan supports dedicated servers for a single client or a single game.
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Self hosting
The price plan supports self hosting of servers or a combination of self hosting and cloud deployment.
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Multiple play regions
Alteruna allows users to select their preferred play region from a list of multiple regions.
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Persistent play rooms
Store sychronized objects in scene that will stay persistent after server restartPersistent .
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WEB | Evaluate | Basic | Plus | Pro | Enterprise |
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Account / License analytics
The dashboard with account and license information.
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Free
FEATURES | Evaluate | Basic | Plus | Pro | Enterprise |
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Cross platform
Alteruna Multiplayer supports cross platform functionality from the game engine.
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Network LOD
Level of detail (LOD) applied to the data traffic between clients. Area of Interest end goal is that each client only receives data about objects relevant to them.
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Text chat
Instant text messages between the players.
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Physics synchronization
The multiplayer synchronisazion (transforms)of physics simulations
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Input lag compensation
Centralised event distribution.
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Field synchronization
Synchronize your data through normal fields in your script by adding the [SynchronizableField] attributes to them.
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Method synchronization
Synchronize your data through normal methods in your script by adding the [SynchronizableMethod] attributes to them.
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User authentification encryption
The user ID will be encrypted.
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Network prefs
Persistent network storage of user generated data such as levels, scores, chat history etc will be stored and regenerated the next session.
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On demand compression
Easily compress any type of data using any of the included compression methods.
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WebGL
Support for WebGL run time and builds, enables real time multiplayer web applications, using web browdsers only.
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Server-side object ownership
A feature designed to prevent cheating and unauthorized modifications to objects within a software application. The system isd designed to ensure data integrity, security, and fairness.
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Network event log
Analyze the multiplayer events without having to add debug logging everywhere in the code.
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Interpolation / extrapolation
Methods to predict movements and render them smothly, even when there are lags.
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Netcode Rollback
Client side predicition of movements adjusting the position of an object and reduces the perceived latency.
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On demand encryption
Any data such as features, tools, text etc can be be encrypted on demand.
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Voice chat
Synchronous audio between the players.
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Matchmaking
Matchmaking allows players to connect to eachother online for play sessions.
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Multi-client simulation
Enables multi-client testing and development within the same Unity instance, without having to build the project.
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