Downloads
Pricing

Buy once.
Ship without a meter running.

Nucleus Pro is a one-time fee with no subscription and nothing metered behind it. The only payment that can ever follow is a single capped revenue share, and only once a game has earned $500,000. Support tiers sit alongside it for solo developers, small teams and studios.

Prices move with current specials
Sign in to see what Pro and each support tier cost today.
Sign in for pricing →
What you pay

One fee. No meters.

What makes multiplayer expensive is rarely the framework itself, it is the pricing model bolted to it. Nucleus charges once and then stays out of your accounts.

Pro is a one-time fee

Buy it once and it stays bought. Nucleus has no subscription attached to it, and no renewal to keep shipping the game you built with it.

Free ships too, Pro ships more

Free Nucleus is a working framework, not a demo. Pro opens up the fuller feature set for the projects that need it, and the difference between them is features rather than how much you are allowed to use.

No CCU fees, on either edition

How many players you have on at once is your business. Neither free nor Pro meters concurrency, and neither cares whether the number is four or forty thousand.

No runtime fees, on either edition

Nothing per hour, per server, per tick or per message, whichever edition you are on. You run it on hardware you already pay for, and that bill is the only one that scales with you.

Support tiers

A channel that knows your project.

Support is sold by the shape of the team using it. Teams get a dedicated channel of their own, and solo developers get a privileged one rather than being left in general chat.

Solo developers

A privileged support channel for one developer working alone, so you get a direct line rather than the back of a public queue.

Small teams

A private channel for up to five people, answered within 24 hours on weekdays, so the whole team can ask rather than routing every question through one seat.

Professionals

A private channel for up to fifteen, answered within 24 hours including weekends, where a bug gets a real investigation and its fix jumps the queue. For studios already working to a release date.

Revenue share

Written for the day it takes off.

There is a revenue share, and it is built around your game doing well rather than against it. It starts at $500,000 in revenue, it is capped at a single reasonable payment however far things go from there, and it reads exactly the same whether you shipped on free or on Pro.

Starts at $500,000

Nothing is owed until the game has earned half a million. Everything before that point costs you what you paid for Nucleus and not a penny more.

Capped at one payment

Past the threshold it resolves to a single reasonable payment rather than a percentage that keeps taking. A bigger hit does not mean a bigger bill.

Same on free and Pro

The policy reads identically whichever edition you shipped on, so choosing between them stays a question of features rather than of what you might owe later.

Read the revenue share policy →

Theme:
Pricing — Nucleus