Flexible Pricing and Plans
Start for free without signing up, create your game at a low cost, and launch with set prices. Scale your game with unlimited traffic and no hidden fees. All plans allow unlimited concurrent users, supporting any number of players.
Alteruna is designed for Indies
Alteruna is powerful yet affordable, easy to use, and lets you start right away. There are free plans that don’t require registration. Once registered, you can easily upgrade or downgrade without downloading a new Unity package. Explore plans and features below and start creating your dream game!
TERMS & VARIABLES | Evaluate | Basic | Plus | Pro | Enterprise |
---|---|---|---|---|---|
Licens (EULA)
unity Asset Store End User License Agreement (EULA) the alteruna EULA
|
Unity | Alteruna | Alteruna | Alteruna | Alteruna |
For any application
The price plans are for any multiuser application, not only games.
|
|||||
Instant stop subscribe
Stopping, deleting and upgrading a subscription is immediate but no refund for the started subscription period.
|
Contact us | ||||
Registration
The "Evaluate" SDK does not require registration, the others do.
|
|||||
Referral Program
Any paid subscriber can refer new subscribers to Alteruna and gain 20% of the monthly fee of any referred Pro and Plus plan
|
|||||
Prioritised Support
Prioritised support through extended channels
|
|||||
Postpaid data traffic
Additional data traffic for the Enterprise plan at $0.10 per Gigabyte. "Enterprise": Contact us!
|
|||||
Source code available
The Alteruna source code will be available or deposited
|
|||||
Network storage limits
Cloud storage limits for network prefs (Alteruna's version of player prefs): 32b values / no. of strings / string length
|
5/2/64 | 16/8/128 | 64/16/256 | 1024/512/1024 | Contact us |
Data traffic included
Gigabytes of data traffic included per month
|
1 GB | 3 GB | 10 GB | 60 GB | Contact us |
Price
Billed monthly
|
Free | Free | $4.99 | $29 | Contact us |
Source code
Source code can be available for game studios
|
Contact us | ||||
FEATURES | Evaluate | Basic | Plus | Pro | Enterprise |
---|---|---|---|---|---|
Cross platform
Alteruna Multiplayer supports cross platform functionality from the game engine.
|
|||||
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.
|
|||||
Text chat
Instant text messages between the players.
|
|||||
Physics synchronization
The multiplayer synchronisazion (transforms)of physics simulations
|
|||||
Input lag compensation
Centralised event distribution.
|
|||||
Field synchronization
Synchronize your data through normal fields in your script by adding the [SynchronizableField] attributes to them.
|
|||||
Method synchronization
Synchronize your data through normal methods in your script by adding the [SynchronizableMethod] attributes to them.
| |||||
User authentification encryption
The user ID will be encrypted.
|
|||||
Network prefs
Persistent network storage of user generated data such as levels, scores, chat history etc will be stored and regenerated the next session.
|
|||||
On demand compression
Easily compress any type of data using any of the included compression methods.
|
|||||
WebGL
Support for WebGL run time and builds, enables real time multiplayer web applications, using web browsers only.
|
|||||
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.
|
|||||
Network event log
Analyze the multiplayer events without having to add debug logging everywhere in the code.
|
|||||
Interpolation / extrapolation
Methods to predict movements and render them smothly, even when there are lags.
|
|||||
Netcode Rollback
Client side predicition of movements adjusting the position of an object and reduces the perceived latency.
|
|||||
On demand encryption
Any data such as features, tools, text etc can be be encrypted on demand.
|
|||||
Voice chat
Synchronous audio between the players.
|
|||||
Matchmaking
Matchmaking allows players to connect to eachother online for play sessions.
|
|||||
Multi-client simulation
Enables multi-client testing and development within the same Unity instance, without having to build the project.
|
|||||
TOPOLOGY | Evaluate | Basic | Plus | Pro | Enterprise |
---|---|---|---|---|---|
Shared state
The play room has state authority but the clients control the state of their own objects.
|
|||||
Client–Server
The overall architecture of Alteruna Multiplayer
|
|||||
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.
|
DATA / TRAFFIC | Evaluate | Basic | Plus | Pro | Enterprise |
---|---|---|---|---|---|
Unreliable messaging
Connection-less protocol that does not guaranty delivery of packets.
|
|||||
Reliable messaging
Reliable delivery of packets to the receiver.
|
|||||
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.
|
|||||
Websocket
Data transfer for web applications.
|
CLOUD | Evaluate | Basic | Plus | Pro | Enterprise |
---|---|---|---|---|---|
Cloud service
Alteruna uses the world's top cloud network providers for its global cloud multiplayer service.
|
|||||
Scalable
Alteruna Multiplayer scales seamlessly for users, rooms and servers over the globe.
|
|||||
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.
|
|||||
Unlimited concurrent users
The service will scale automatically to the actual number of concurrent users.
|
|||||
Unlimited session length
There will be no limit to a game session when users are logged in to a room.
|
|||||
Unlimited room hours
The aggregated session lengths (room hours) will be unlimited during the billing period.
|
|||||
Select server location
Select the cloud region closest to you and your co-developers and players.
|
|||||
Prepaid data traffic pots
The price plan supports the purchase of prepaid data traffic pots.
|
|||||
Postpaid data traffic
The price plan supports postpaid billing of the additional data traffic used for a billing period.
|
|||||
Dedicated servers
The price plan supports dedicated servers for a single client or a single game.
|
|||||
Self hosting
The price plan supports self hosting of servers or a combination of self hosting and cloud deployment.
|
|||||
Multiple play regions
Alteruna allows users to select their preferred play region from a list of multiple regions.
|
|||||
Persistent play rooms
Store sychronized objects in scene that will stay persistent after server restart.
|
WEB | Evaluate | Basic | Plus | Pro | Enterprise |
---|---|---|---|---|---|
Account / License analytics
The dashboard with account and license information.
|