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.
Hi Tech Support,
I wonder how do we check our current usage limits(including CCU, api request, storage...)?
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:
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?
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.
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 am bugged, as there's no way my preview mode would've hit the updated cap:
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?
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?