Payments & realtime
Multiplayer
Realtime rooms, presence, and dedicated game servers for your app, with usage metered in credits.
Multiplayer gives your app realtime capabilities: shared live state, rooms, presence, and authoritative game servers. Turn it on with the switch in Cloud → Multiplayer, then ask the agent to "make it multiplayer" and it builds the realtime logic for you.
What's included vs. dedicated servers
- Included with Cloud: turn-based games, lobbies, presence, and live boards run on realtime channels at no extra cost.
- Dedicated room servers: for authoritative, low-latency multiplayer (action games, physics, anti-cheat), your project gets its own room server deployed to the edge.
Enable, publish, play
- Flipping the switch reserves your dedicated room server; the status shows "Reserved · deploys on next publish".
- Publishing your site deploys the room server to the edge before the site build, and your app receives its server URL automatically.
- The status chip moves through Reserved, Provisioning, and Live. Turning multiplayer off tears the server down.
Publishing a site with a dedicated room server requires a paid plan. Building, previewing, and shared preview links stay free on every plan.
Usage and billing
Hosted server usage (requests, websocket messages, compute, storage) is metered nightly and billed as plan credits over a rolling 30-day window. Numbers appear the day after your published game gets traffic.