Pricing

Simple, transparent pricing

Fixed monthly price. All core features on every tier. Free to try, no credit card.

No credit card. Live in ~2 minutes.

Full Feature Comparison

Every feature across all pricing tiers

FREE
BASIC
PLUS
PRO
Users
5,000
25,000
100,000
200,000

How many players (user accounts) all API keys of your account can register. You get an email at 80 % and at 100 %. Above the limit, new players still sign up into the player buffer of your plan. If your account is still above its limit after 7 days, the newest players are deleted until it is back at the limit, and you get an email. Upgrading in time keeps them. Once the buffer is full too, new sign-ups are refused with HTTP 403. Players who already have an account keep playing.

Player Buffer
+500
+2,500
+2,500
+2,500

How many players can still sign up after the user limit is reached. They are kept for 7 days. If your account is still above its limit then, the newest players are deleted down to the limit. An upgrade within these days keeps them. When the buffer is full, further sign-ups are refused with HTTP 403.

Players per day (estimate)
~200
~1,000
~4,000
~10,000

An estimate, not a limit. Your plan has a request budget (the soft rate limit). Spread over one day at about 72 requests per player, it fits this many players. How many players really fit depends on how your game uses horizOn: a game that loads a save at start, saves at the end and submits one score per session sends far fewer requests, so several times as many players fit. A game that calls the backend every few seconds fits fewer.

Leaderboard Scores
5,000
25,000
200,000
1,000,000

Each player can have one score per leaderboard. All leaderboards and API keys of your account share these slots. When they are full, a new score replaces the oldest entry or the lowest score of the leaderboard, as set per leaderboard. With lowest score, a new score that is not better is refused.

Leaderboards
1
2
5
10

Named leaderboards you can create per API key. Use separate boards for global, regional, weekly or seasonal rankings. When the limit is reached, a new leaderboard is refused.

Player Profile Cosmetics
50
200
350
500

A catalog of avatars, frames and badges per API key that players show next to their name in leaderboards. Locked cosmetics are unlocked with gift codes or granted in the dashboard. Each player shows one avatar, one frame and up to 3 badges and can own up to 25 unlocks. When the catalog is full, new cosmetics are refused.

Validated Actions
300
3,000
10,000
20,000

Validated Actions give each game run a signed, single-use ticket and check the result against your server-only rules before a score is written. This is how many run tickets all API keys of your account can start per hour (UTC). When they are used up, new runs are refused with HTTP 429 and a Retry-After header until the next full hour (UTC).

Server-owned Values
8
16
24
32

Currencies and counters such as gold or opened chests that only validated runs change. The server stores and checks them instead of the game client. This is how many different values one API key can define. A rule set with more values is refused.

API Keys
2
10
15
20

Number of active API keys. Use different keys for different platforms or environments (development, staging, production). When all are in use, a new key can only be created after you revoke one.

Rate Limit (Soft)
10
50
200
500

Requests per minute that all players of your account can send on average, counted across all regions. 10 per minute (Free) is about 14,400 requests a day: enough for a casual or puzzle game where each player signs in, loads a save, saves and submits a score a few times per session. It is not enough for real-time multiplayer or polling every few seconds. Going above it is fine for a while: an hour (UTC) in which your account goes above it counts as a violation hour. From the third violation hour on one UTC day, the soft limit becomes your cap until midnight UTC, and you get an email.

Rate Limit (Hard)
100
500
2,000
5,000

The most requests your account can send within one minute, shared by all players and regions. It absorbs spikes such as a launch or a sale. Only the requests above it are refused, with HTTP 429 and a Retry-After header that says how many seconds to wait. Everything below it still goes through.

Gift Codes
10
50
75
100

Promotional codes that grant rewards, items or premium features to players. When the limit is reached, a new code can only be created after you remove one. Codes you already created keep working.

Remote Config
100 / 256
500 / 512
750 / 512
1,000 / 512

Store game configuration remotely. Update game settings, feature flags or A/B test values without a new release. Format: max values / max characters per value. When the limit is reached, existing values can still be changed, but new keys are refused.

Localization
50 / 150
500 / 300
1,250 / 400
2,500 / 500

Manage your game's UI texts in 15 languages and update them live without a new release. Format: max keys per API key / max characters per language value. When the limit is reached, existing keys can still be edited, but new keys are refused.

User Logs
200
2,000
3,500
5,000

Send debug logs from your game to horizOn, as INFO, WARN or ERROR, with metadata and stack traces. When the limit is reached, the oldest logs are deleted automatically about once a minute, so new logs keep arriving. Only if logs arrive faster than that are new ones refused until the cleanup has run.

User Feedback
50
250
375
500

Collect bug reports, feature requests and general feedback from players. Device info is included automatically. When the limit is reached, new submissions are refused with HTTP 403 until older ones are deleted.

Crash Reports
100
5,000
7,500
10,000

Capture crashes, ANR events and non-fatal errors automatically, with stack traces, device info, breadcrumbs and custom metadata. When the limit is reached, new crash reports are refused until older ones are removed, by you or by the retention period.

Crash Report Retention
7 days
30 days
60 days
90 days

How long crash reports are kept. Older reports are deleted automatically, checked every 6 hours. Longer retention helps you track regressions across several releases.

Cloud Save
1
5
10
15

Cloud storage for player progress, settings and game state, synced across devices. The limit is the size of one player's save in KB. A save above it is refused with HTTP 403, and the previous save stays.

News
20
150
225
300

In-game announcements and news articles, each with a 200-character title and a 5,000-character message. When the limit is reached, new entries are refused until you delete older ones.

Email Templates
1
3
6
10

Reusable HTML email templates with variables, per API key, for transactional emails to your players. When the limit is reached, a new template is refused.

Supported Languages
15
15
15
15

Number of languages supported for News items and Email Templates. Use manual translation, your own OpenAI/Gemini key, or local LLM (Ollama/LM Studio) with up to 8000 char prompts and 32000 tokens.

Translation Providers

Connect your own LLM API keys (OpenAI, Google Gemini) or local models (Ollama, LM Studio) for automatic news translation. Keeps translation costs under your control.

SDK Languages
C#, GDScript, C++, REST
C#, GDScript, C++, REST
C#, GDScript, C++, REST
C#, GDScript, C++, REST

Official SDKs in C# for Unity, GDScript for Godot and C++ with Blueprints for Unreal. Every other language calls the REST API directly, the API reference shows request examples for many languages.

SDK Platforms
Unity, Godot, Unreal, REST
Unity, Godot, Unreal, REST
Unity, Godot, Unreal, REST
Unity, Godot, Unreal, REST

SDKs for Unity, Godot and Unreal Engine. Other engines and tools use the documented REST API.

Backup Frequency
Daily
Daily
Daily
Daily

The database of every account is backed up once a day.

Backup Retention
Up to 12 months
Up to 12 months
Up to 12 months
Up to 12 months

Daily backups are kept for 14 days, weekly backups for 8 weeks and monthly backups for 12 months. On request we restore a single account from one of these backups. There is no point-in-time recovery.

Server Regions
EU, US, Asia
EU, US, Asia
EU, US, Asia
EU, US, Asia

Every project runs in all three regions: Helsinki, Finland (EU), Virginia (US) and Singapore (Asia). A request goes to the nearest region, and the server there reads your data from its nearest copy. Writes go to the primary database in Helsinki and are copied to the US and Asia, so a save from far away takes longer than a read. If a region fails, its requests move to the next region.

Data Protection (GDPR)

Operated by a company in Germany. Every account has its own database. A data processing agreement under Art. 28 GDPR is published as a template at horizon.pm/legal/dpa-template.html. Data processing agreement (template)

Support level
Best effort
Priority
Priority
1 business day

Free: best effort with the lowest priority, through Discord and support tickets. Basic and Plus: your tickets are answered before Free tickets, usually within 2 business days. Pro: guaranteed first response within 1 business day and personal support directly from the developer. Business days are Monday to Friday except public holidays in Germany. Enterprise: response times are agreed individually.

Save 16 %

FREE

€0.00/month

Perfect for individuals and small teams starting out

  • Users:5,000
  • Players per day (estimate):~200
  • Remote Config:100 / 256 values / chars
  • Cloud Save:1 KB/user

BASIC

€9.99/month

Billed annually (€119.88), incl. VAT

Ideal for growing teams needing advanced features

  • Users:25,000
  • Players per day (estimate):~1,000
  • Remote Config:500 / 512 values / chars
  • Cloud Save:5 KB/user
Most Popular

PLUS

€24.99/month

Billed annually (€299.88), incl. VAT

For games that outgrow Basic. Four times the daily players of Basic at half the price of Pro.

  • Users:100,000
  • Players per day (estimate):~4,000
  • Remote Config:750 / 512 values / chars
  • Cloud Save:10 KB/user

PRO

€49.99/month

Billed annually (€599.88), incl. VAT

Best for teams that need a guaranteed support response

  • Users:200,000
  • Players per day (estimate):~10,000
  • Remote Config:1,000 / 512 values / chars
  • Cloud Save:15 KB/user

ENTERPRISE

On request

Your own horizOn instance. Capacity and performance sized to your game, your own domain and direct support. We prepare an offer for you.

Users:2,500,000

What happens at a limit

Open a row in the table above for the exact rule of each limit. The ones that matter most:

Players

Emails at 80 % and 100 %. Above the limit, the player buffer of your plan takes new sign-ups. After 7 days above the limit, the newest players are deleted unless you upgrade. Beyond the buffer, sign-ups are refused with HTTP 403.

Requests per minute

Above the hard limit, only the excess is refused with HTTP 429 and Retry-After. Going above the soft limit is fine for two hours per UTC day. From the third such hour, the soft limit is your cap until midnight UTC and you get an email.

Saves and content

A cloud save above the size limit is refused and the previous save stays. User logs make room by deleting the oldest entries. Every other content limit refuses new entries and keeps the existing ones.

Free plan

The Free plan never costs money and has no end date. It only needs activity: after three months without a login and without any request from your game, the account is deactivated after an email warning at least 7 days ahead, and deleted 14 days later (Terms 12). A game that is live keeps the account active.

Which game fits 10 requests per minute?

10 requests per minute is the soft limit of the Free plan, about 14,400 requests a day for your whole account. It fits a casual or puzzle game where each player signs in, loads a save, saves and submits a score a few times per session. It does not fit real-time multiplayer or a game that calls the backend every few seconds per player.

Where your project runs

Every project runs in all three regions: Helsinki (Finland), Virginia (US) and Singapore. A request goes to the nearest region, and the server there reads your data from its nearest copy. Writes go to the primary database in Helsinki and are copied to the US and Asia. If a region fails, its requests move to the next region.

How we measure availability

All core features on every tier. Capacity scales with your plan.