Beamable is an open, extensible game server platform that lets you create online games and virtual worlds in minutes. Write game server code in C# and rapidly prototype a functional online game in minutes that can scale to millions of players.
Decrease your time to ship, enhance retention with social features, and grow revenue with sophisticated commerce!
Beamable enables game makers to rapidly add social, commerce, and content management features to any Unreal or Unity game.
A fully managed SaaS backend powers Beamable with features including Accounts, Social Login, Groups/Guilds/Teams, Chat, Friends, Leaderboards, Tournaments, Live Events, In-Game Mail, Push Notifications, News/Announcements, Analytics, Segmentation, Stats/User Properties, Commerce/Storefront, Payments, Inventory, GenAI, Web3, and a Relay Server for deterministic real-time multiplayer and turn-based multiplayer. Markets include Mobile Games, Video Games, SaaS, and Developer Tools.
All Beamable plans include a specific number of API calls, chat support, and online documentation. Each plan has a specific charge for additional API calls per million beyond the packaged amount.
For custom pricing, EULA, or a private contract, please contact sales@beamable.com for a private offer.
Highlights
Add server-based social and commerce functionality directly inside the Unity or Unreal Editor using a developer SDK.
Manage your game with a fully featured web portal admin interface
All AWS management and scaling is handled by Beamable!
AWS Marketplace now accepts line of credit payments through the PNC Vendor Finance program. This program is available to select AWS customers in the US, excluding NV, NC, ND, TN, & VT.
Pricing is based on the duration and terms of your contract with the vendor, and additional usage. You pay upfront or in installments according to your contract terms with the vendor. This entitles you to a specified quantity of use for the contract duration. Usage-based pricing is in effect for overages or additional usage not covered in the contract. These charges are applied on top of the contract price. If you choose not to renew or replace your contract before the contract end date, access to your entitlements will expire.
Additional AWS infrastructure costs may apply. Use the AWS Pricing Calculator to estimate your infrastructure costs.
You pick one tier that matches your game's scale: Developer, Indie, Studio, Pro, or Enterprise. Each tier sets a monthly volume of included API calls, a monthly active user (MAU) cap, and a number of included custom microservices. These limits grow as you move from Developer through Enterprise, with Enterprise supporting unlimited MAU. Once you pass your included calls, overage billing applies at a set rate per million calls. You also pay per extra microservice added beyond your tier's allotment. Every API call counts 10kb of bandwidth toward usage.
Top-of-mind questions for buyers
What counts as one API call, and how does bandwidth factor into usage?
An API call is a single request-response exchange between your game and the backend. Each call includes a 10kb bandwidth allowance covering both the request and response. If a call exceeds 10kb, the extra bandwidth is billed as overage on top of the per-million-call charge.
What happens if I pass my tier's included API calls or add more microservices?
Once you exceed your included calls, overage billing applies at a set rate per million calls. Each microservice beyond your tier's allotment is billed at a flat monthly rate. These charges add on top of your tier and do not automatically move you to another tier.
Which usage metric drives most of my bill — API calls, MAU, or microservices?
API call volume drives ongoing cost, since overage is billed per million calls above your included amount. Your MAU cap and microservice count set tier limits rather than metered charges. Extra microservices add a fixed monthly fee. All charges appear together on one invoice.
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