We refer to our managed networking services as SpatialOS.
- Outside China, if you use our managed networking services, you must also use our managed hosting and orchestration (provided by zeuz).
- In China, if you use our managed networking services, you must host your game on the public cloud, and use zeuz for orchestration. In the zeuz pricing documentation, we list the prices for hosting and orchestration combined.
You must use the same infrastructure for your networking services as your hosting servers. For example, if your game instance (deployment) is hosted on the public cloud, then your networking instance must also be on the public cloud. In practice, we make sure they’re in the same data center to minimize latency.
Currently, you can use only the public cloud for networking. We plan to support managed networking for deployments that are hosted on bare metal infrastructure in 2021.
When you use our managed networking services, you have networking service instances that run alongside your game servers. The networking service instances operate the SpatialOS Runtime, and in most cases they can operate multiple SpatialOS Runtime instances.
There is one Runtime instance for every deployment (running instance of your game). Larger networking service instances can support larger and/or more Runtime instances. We can help you decide how many networking service instances you need, and how many Runtime instances you should run on each of them.
Currently, you can run only one Runtime instance per networking service instance. We plan to support bin packing of multiple Runtime instances per networking service instance in 2021.
There are different types of networking service instance, and each type can support a maximum number of concurrently connected game clients. Larger types can support more concurrently connected game clients (see the pricing table).
Everyone who signs up for SpatialOS is automatically enrolled in the free tier. It doesn’t require any commitment, and you don’t need to enter payment details. The free tier is ideal for starting development, prototyping a game, conducting technical evaluation, or just learning how to use SpatialOS.
The free tier provides access to a single deployment, hosted in the EU or the US. You can run this deployment for as long as you want. If you need to run a second deployment concurrently, you must use the paid tier.
With the free tier, you can:
- run one cloud-based deployment at any time, hosted in the EU or US on GCP
- use one of the following networking service types for your free deployment:
- use one of the following cloud hosting nodes for your free deployment:
- run one simulated player deployment in addition to a game deployment, if you’re using our GDK for Unreal or Unity
The free tier also includes:
- 40GB of standard persistent disk for the duration of your free deployment
- 1GB of egress per hour for the duration of your free deployment
- free download and use of our GDKs and SDKs
- unlimited use of SpatialOS on your local machine
- free support via our forums and our Discord channels
Currently you can use managed networking only with deployments that are hosted in the cloud. We plan to support managed networking for deployments that are hosted on bare metal infrastructure in 2021. Networking service pricing is the same regardless of whether you host your associated game servers on cloud infrastructure or bare metal infrastructure.
|Networking service type||Maximum game client connections at any time*||Price per networking service instance (per hour)||Compatibility||Availability|
|r0500||100||0.16 USD||GDK for Unity
|GCP data centers in the US and the EU|
|action1g1||200||0.14 USD||GDK for Unreal|
|action1g1_cn_tc||200||0.98 RMB||GDK for Unreal||Tencent Cloud data centers in China|
*These numbers are an upper indication, and we don’t guarantee that your game will be able to reach these numbers. The number of game clients that a networking service instance can support depends on the complexity of your game (for example fidelity and the number of processes that are running) and its level of optimization. Even if you find that a networking service type supports more than the stated maximum number of clients, we can’t guarantee that it will continue to support them. Consider changing to a type that supports a higher number of clients, as stated in the table.
If you’re using the GDK for Unreal or Unity, you can scale-test your game using simulated players. A simulated player is a game client that is controlled by simulated player logic as opposed to real player input. Simulated players run in a separate deployment from your game deployment, and connect to your game deployment in the same way that a player does.
A simulated player deployment has a template that defines the cloud resources that are required to run the simulated players. These simulated player templates have the following specification and prices:
Simulated player template specification
|Price per simulated player template|
|US (GCP, USD per hour)||EU (GCP, USD per hour)||CN (Tencent, RMB per hour)|
|GCP||2 x (n1-standard-8 machines, with 8 vCPUs and 30GB RAM), 40GB disk||0.8102||0.8718||N/A|
|Tencent cloud||S5.4XLARGE64 (16 vCPU, 64GB RAM), 50GB disk||N/A||4.6199|
Currently, simulated player deployments can run only in the cloud, and can connect only to cloud-hosted deployments.
Local development is free.
Prices are exclusive of local taxes and transaction charges, and are subject to change upon at least 30 days' written notice being given to existing users.
2020-10-15 Page updated with editorial review: clarified hosting and orchestration in relation to China.
2020-09-17 Page updated with editorial review: added a networking service type for China, and added a caveat about the maximum number of clients.
2020-06-22 Page added with editorial review.
Updated a day ago