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GameSparks self-service pricing and updated usage limits

On 2/19 we introduced self-service pricing and updated usage limits.


By publishing public pricing and Usage Limits, we aim to give you further clarity and flexibility to select the level of performance and pricing that is right for your game. Previously, any customer pushing their game to live was first required to sign a bespoke live commercial service agreement. Our Usage Limits (previously known as Fair Usage Policy) were also unclear and difficult to understand.


Whilst rolling out these changes, we accidentally mapped existing Indie & Student Programme accounts to the Development tier pricing plan instead of honouring their existing agreement. This prevented those impacted from publishing games to the Live environment.  We also heard from some customers that the default Preview environment limit of 10 concurrently connected users (CCUs) caused interruptions to development and functional testing.


We apologise for any concern and confusion this may have caused, this was not our intention. We have now increased maximum Preview Environment CCU limit from 10 to 100 players and have mapped all impacted Indie & Student Programme accounts back to a plan that enjoys the same pricing privileges as before the 2/19 changes were introduced. Please see our FAQ or Usage Limits to learn more.


Thank you for partnering with GameSparks to build your game and again, please accept our apologies for this disruption.


4 people like this

Hi Tech Support,


I wonder how do we check our current usage limits(including CCU, api request, storage...)


Thanks

Charging systems for Matchmaking and Realtime services should be clear set the standard.


And I am Indie License. but it's now labeled Enterprise. is this right?

The pricing page for Standard plan says 10,000 CCUs and the Fair Usage page says 1000 CCUs for Live. Which is correct? 1000 sounds a bit low:


10,000 CCUs:

https://www.gamesparks.com/pricing/


1000 CCUs:

https://www.gamesparks.com/fair-usage-policy/


There's all this talk of more clarity with the new pricing but I'm more confused than ever now. For example, there's mention of 100 API requests/second now which I've never seen before. What happens if our games hit that limit? Do our requests just fail and we're supposed to tell the user that we're sorry but there are too many people playing the game right now and to try again later, or will the GameSparks SDK attempt the request again automatically in a few seconds?


Hi Peter,


When you subscribe to the Standard tier you get 1000 CCU automatically, that’s the default value. If your game grows and you need access to more CCU limits, you can get that easily by simply creating a support ticket and requesting it. We grant CCU limits on the Standard tier up to 10,000 CCU. To access CCU limits higher than 10,000 CCU you’ll need an Enterprise agreement in place - just ask and we can help you set something up.


If you hit either your CCU or API limits, additional CCU or API requests will fail and will need to be retried. The best way to avoid this of course is to engage us early and get your limits raised ahead of planned events like promotions or launches.


Regards

GameSparks Support

Is the 100 API request/second limit per user or per title? If it's per title, ie an accumulation of all users playing at the same time then I would imagine the standard GameSparks tier could become unusable fairly quickly? I don't really know as I haven't gone live yet. If it's 100 API request/second per user then I don't think it would be a problem.


5 people like this

I am bugged, as there's no way my preview mode would've hit the updated cap:


https://support.gamesparks.net/support/discussions/topics/1000091627


I am testing between myself and 1 laptop and hit a hard cap on API requests. I logged in with both accounts and called friends async, capping me.


==================

> Is the 100 API request/second limit per user or per title? If it's per title, ie an accumulation of all users playing at the same time then I would imagine the standard GameSparks tier could become unusable fairly quickly? I don't really know as I haven't gone live yet. If it's 100 API request/second per user then I don't think it would be a problem.


I also have this question. While I'd assume per user (per title would be an unrealistic expectation), assumptions on this topic are a bit bad lately.


==================

Any chance we can get an AMA or something soon? Will GS still be around 3 years from now? There are so many changes that happened overnight with inconsistencies/issues/questions all over. 

Also, when it's said "API requests/second"....


A) Does that mean 1 client to 1 server = 1 API request?


B) If A calls a module or another event FROM server-side, does this count? Surely breaking up into smaller events/modules wouldn't count against this for existing server-side ops, as long as it's below 1s average op, correct? 


1 person likes this

So wanting to acquire users first and then monetizing them later is now out of the question with GameSparks.

So for $299/mo we now get .....

1000 CCUs (upgradeable to 10,000 max)

100 API requests/second per game not per user with requests failing if we hit that limit

No Matchmaking (which I would have thought would be essential for most games including turn based asynchronous games)


I don't know about everyone else but that makes the Standard Tier unuseable for my simple turn based game due to lack of Matchmaking.


Can GameSparks give us some examples of pricing and usage limits in the Enterprise Tier so we at least know whether that is affordable or not?




I've sent several emails regarding the price plan changes and had no response. Im on the indie student teir with the game in development using matchmaking and realtime. What is the situation, it says to contact us then you just get ignored.

2 people like this

why are you not replying to the questions in this thread here? i really need to know if i should leave gamesparks now, specially This question: 

Is the 100 API request/second limit per user or per title? If it's per title, ie an accumulation of all users playing at the same time then I would imagine the standard GameSparks tier could become unusable fairly quickly? I don't really know as I haven't gone live yet. If it's 100 API request/second per user then I don't think it would be a problem.


1 person likes this

Why is there no answer? Is the real service end?

Hi GameSparks,


I have an idea that your business team might want to consider.


The self-service pricing system has left a lot of questions and concerns for game makers. I believe a pricing system like below would be best for all parties. 


An auto scaling pricing system would scale up/down (in real time) concurrent players and API requests and bill you for the actual usage of the services. For example Microsoft Azure can bill you in this way. 


The above suggested billing method benefits the following:


Game Makers:

We only have to pay for the amount of usage that our games actually use.


Players:

All players would be able to play the game the way it was designed, instead of loosing functionality or the ability to connect to the game.  


GameSparks:

Would have a happier client base since the clients are not worried about arbitrary limits stopping their game(s) from working. 

As an update for anybody curious about this: The API Requests/s limit is per game and not per user.


My game is live and runs scripts each night to update a global ranking leaderboard based on the previous days scores. Currently it will only process the first 101 entries it finds and then it bails out with a API Requests error. Each requests is executed as a different user so it is not a per-user limit.

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