Pricing.
One subscription per account, pooled across every game on it. The developer pays; players never need an account and never pay anything.
free
- 20 concurrent players, pooled across every game on the account
- No dedicated servers
- us-east only
- Hard cap. Nothing is ever billed above the plan.
indie
- 100 concurrent players, pooled across every game on the account
- 1 dedicated server, 1024 MB each
-
Every region, including ones that open later
Today: us-east - Hard cap. Nothing is ever billed above the plan.
studio
- 500 concurrent players, pooled across every game on the account
- 4 dedicated servers, 1536 MB each
-
Every region, including ones that open later
Today: us-east - Hard cap. Nothing is ever billed above the plan.
What a concurrent player is
One person connected to one of your games at one moment, counted across every region and every game on the account. Twelve people in one game and nine in another is twenty-one, whichever regions they are in.
What happens at the cap
New lobbies and new joins are refused, with a message naming the upgrade. Nobody already playing is disconnected. Nothing is billed above the plan — there is no metered overage and no surprise invoice, which is the whole reason it is a hard cap.
Dedicated servers
A slot runs one exported server build of your game on a Floptle Cloud box in a region you pick. The free plan has none: it is the relay only, which is enough for a game where one player hosts. A slot is what you want when the game should keep running whether or not any particular player is there.