Pricing

Pay for play sessions, not seats. A play session is one sitting, from opening your game to closing it.

Free

$0

5,000 play sessions a month

  • Every dashboard and finding
  • MCP server and WebMCP tools
  • Playtest bots
Start free
Most popular

Indie

$19a month

25,000 play sessions a month

  • Everything in Free
  • Export to Datadog or any OpenTelemetry backend
  • Spike protection when a game goes viral
Start with Indie

Studio

$99a month

250,000 play sessions a month

  • Everything in Indie
  • Several games in one workspace
  • Invite your team, with roles
Start with Studio

Self-hosted

FreeMIT

Unlimited, on your own server

  • The same SDKs, dashboard and agent tools
  • Runs on a laptop or your own AWS account
  • Your data never leaves your machines
View on GitHub

Going over? Extra sessions are $1 per 1,000, or set a cap and Glitchless stops counting there.

Questions

What counts as a play session?

One sitting, from opening your game to closing it. Autoplay bot runs don't count.

What happens when my game goes viral?

On Indie and Studio, spike protection keeps a sudden rush from turning into a surprise bill. Once a month's overage reaches your plan's own price ($19 or $99), counting pauses and you get an email. It starts again when you choose to keep counting or set a cap, so no bill passes double your plan without your yes.

Does it slow my game down?

No. The SDK does about 30 ns of work a frame and sends one small gzipped request every 15 seconds.

What do you collect about my players?

By default, nothing that identifies them: no player IDs, no device fingerprints and no positions. You can turn on full mode for heatmaps and replays.

Can I move from self-hosted to Glitchless Cloud?

Yes. Point the SDK at your cloud project's intake address and token. Nothing else in your game changes.

Add Glitchless to your game.

Free for 5,000 play sessions a month.