What exists today
Runtime API, dashboard, docs, JavaScript SDK, and playable Unity and Godot sample integrations.
Pricing
Persistly prices each workspace by runtime save-sync capacity, project count, and request volume, not by MAU. A game with many quiet players should not pay the same as a game syncing every few seconds.
What exists today
Runtime API, dashboard, docs, JavaScript SDK, and playable Unity and Godot sample integrations.
What stays narrow
Persistly is still a save-sync product first. It is not selling multiplayer systems or generic backend sprawl.
How teams scale
Operator auth, billing, SDKs, and future restore/history work sit on top of the same runtime contract.
Current SDK picture
Free
Best for prototypes, local testing, and tiny games that need real save sync behavior.
Starter
Best fit for shipped indie games that need disciplined save sync without extra backend work.
Growth
For games with real traction and higher sync volume across active players and devices.
Pro
For studios and serious live games that need higher request ceilings and priority support.
Billing
Yearly billing gets a 20% discount compared with paying month-to-month.
Plans apply to the whole Persistly workspace/account, not to a single project.
Invoices, payment methods, and billing details are handled through the Persistly billing portal.
Tier Intent
Teams validating cloud saves, staging discipline, and production-safe sync without wanting a general-purpose backend platform.
More request budget, stronger operator workflows, and support for games that have moved from integration to active operations.
The place for restore history, premium auth tooling, and the heavier operational controls that belong to mature live games.
Next step