Pricing

Develop Free.
Ship When You're Ready.

Reactor starts free for local development, with managed cloud hosting from $20/month. Scene Fusion starts free for teams of two, with per-seat plans for larger teams. Support and development services available for both.

Free to Build.
Pay When You Ship.

Develop and test locally at no cost, for as long as you need. When your game is ready for players, choose the hosting path that fits.

Local Development

Local Dev

Free, always

Download the Unity package, run a local server, and build your game without a cloud account. No time limits, no credit card.

  • Full Reactor feature set
  • Local server included in package
  • Up to 32 CCU per instance
  • Live Visual Studio debugging
  • No orchestration features
Read the install guide →

Self-Hosted

Your Servers

Free up to 32 CCU

Deploy Reactor on your own infrastructure. The free tier retains the 32 CCU cap and excludes orchestration. Licensing removes both restrictions.

  • 32 CCU limit per instance (free)
  • No orchestration (free)
  • Full-feature licensing by arrangement
  • Works on any cloud provider
  • Dedicated hardware eligible
Contact us about licensing →

Choose Your Scale.

Every paid tier includes a monthly usage credit that offsets room and bandwidth costs before additional charges apply. All prices in USD.

Solo

Prototypes and demos

$20

per month + usage

Includes $20 monthly usage credit

  • +
    Up to Medium roomsXS, S, M  ·  1 vcore / 4 GB RAM max
  • +
    5 concurrent roomsExtendable on request
  • +
    1 project
  • +
    1 GB image storage
  • +
    Instance clusters
Indie

Early access games

$100

per month + usage

Includes $100 monthly usage credit

  • +
    Up to Large roomsXS through L  ·  2 vcore / 8 GB RAM max
  • +
    10 concurrent roomsExtendable on request
  • +
    3 projects
  • +
    5 GB image storage
  • +
    Instance clusters
Enterprise

Large scale or custom deployments

Contact Us

Pricing adapted to your needs

  • +
    Private dedicated servers8+ vcore, any configuration
  • +
    On-premises licensing
  • +
    Priority support
  • +
    Custom SLA
  • +
    Custom room configuration

Right-Size Your Rooms.

Rooms are billed by the hour and tracked by the minute. RAM is allocated at 4 GB per vcore. Choose the size that matches your simulation's requirements — you can run different sizes simultaneously within your tier's limits.

Size vCores RAM Price Available on
Extra Small 0.25 vcore 1 GB $0.02 / hr
All tiers
Small 0.5 vcore 2 GB $0.04 / hr
All tiers
Medium 1 vcore 4 GB $0.08 / hr
All tiers
Large 2 vcore 8 GB $0.20 / hr
Indie, Studio, Enterprise
Extra Large 4 vcore 16 GB $0.50 / hr
Studio, Enterprise
Dedicated 8+ vcore 32+ GB Contact us
Studio, Enterprise

Rooms are similar to compute-optimized instances. If your simulation is physics-heavy or runs at high tick rates, size up — a room that runs out of CPU headroom affects all players in it. Not sure which size to start with? Ask us.

Pay for What You Run.

Rooms are tracked by the minute and billed as aggregate room-hours. A room running for one hour costs the same as 60 rooms each running for one minute. There is a one-minute minimum per room instance.

Your monthly subscription fee includes a usage credit of the same value. That credit is applied against room and bandwidth charges before any additional usage fees are levied. Light usage may cost nothing beyond the base fee.

Bandwidth is billed separately by egress gigabyte. Reactor's delta-based compression means your bandwidth bill is typically a fraction of what other Unity multiplayer solutions would generate for the same player count.

Example: equivalent cost

1 Small roomrunning for 60 min
=
60 Small roomseach running 1 min
Both = 1 room-hour = $0.04

N. America

$0.05

per GB egress

Europe

$0.05

per GB egress

S. America

$0.10

per GB egress

Asia

$0.10

per GB egress

Reactor's delta-based compression keeps bandwidth up to 9.5× lower than competing Unity multiplayer solutions for the same object count. Rooms running at ~2 bytes per synced object generate far less egress than comparable solutions would.

Two People Free.
Per Seat After That.

Scene Fusion syncs your Unity Editor in real-time so teams can collaborate live in the same scene. Free for small teams, per-seat for larger studios. LAN-only versions available on the Unity Asset Store.

Asset Store: LAN only, no cloud account

LAN Version

Free (2 seats) or $190 / seat

The Unity Asset Store editions of Scene Fusion work over your local network without any cloud dependency. The free LAN version is capped at 2 seats. The Indie edition removes the cap.

  • LAN Free: 2-seat cap, no cloud required
  • LAN Indie: $190 per seat, no cap
  • No account or internet required
  • Same core sync features as cloud version
  • No terrain or sublevels (both editions)

Asset Store versions: Lite (free) →   Indie ($190/seat) →

Free to Start.
$25 / Seat to Scale.

Free
$0

Free forever

  • +
    Up to 2 collaborators
  • +
    Up to 20,000 in-scene objects
  • +
    Core scene sync
  • Terrain & landscape editing
  • Sublevels
Custom
Contact Us

Enterprise and educational licensing

  • +
    All paid features
  • +
    Volume seat pricing
  • +
    Educational licensing
  • +
    Custom invoicing and terms

Need More?
We Can Help.

Available for both products. Pricing is by arrangement; contact us to discuss scope and fit.

Reactor & Scene Fusion

Priority Support

Direct access to the KinematicSoup development team. Priority queuing for bug reports and feature requests, scheduled response times, and a private channel for architecture questions.

Available as an annual arrangement for both Reactor and Scene Fusion separately or bundled.

Contact us to discuss →
Reactor

Multiplayer Development

Already have a Unity game and need to add multiplayer? We build it for you on top of Reactor. Covers architecture design, server-side simulation, client prediction, and integration with your existing gameplay systems.

Scoped per project. Suitable for studios shipping a first multiplayer title or porting an existing single-player game.

Contact us to discuss →
Scene Fusion

Plugin Compatibility

Third-party Unity plugins sometimes introduce objects or workflows that Scene Fusion doesn't sync correctly. We can build compatibility layers that add proper sync support for specific plugins in your pipeline.

Scoped per plugin or plugin set. Delivered as an add-on package that integrates with your existing Scene Fusion installation.

Contact us to discuss →
Reactor

Self-Hosting License

Run Reactor's back-end on your own infrastructure without the 32 CCU cap and with full orchestration features. Suitable for studios that need full server control, data residency requirements, or want to avoid per-instance costs at high player counts.

Licensing terms adapted to deployment size and use case.

Contact us to discuss →

Good to Know.

What counts as a room-hour?

Any room instance running for any amount of time is tracked to the nearest minute. The aggregate minutes across all your rooms are converted to hours for billing. Running 60 rooms simultaneously for one minute is identical in cost to running one room for 60 minutes.

How does the usage credit work?

Your monthly subscription fee includes a credit equal to the subscription cost. That credit offsets room and bandwidth charges before additional fees apply. If your usage stays within the credit amount, you pay only the base subscription fee for that month.

Can I exceed my concurrent room limit?

Yes. The listed limits are soft defaults. Contact us to have your limit extended — this is handled on request without requiring an upgrade to a higher tier.

What room size should I start with?

For most physics-based games, Medium (1 vcore / 4 GB) is a reasonable starting point. Extra Small and Small suit lightweight rooms: chat, lobby management, or turn-based games. Large and XL are for simulation-heavy rooms with high tick rates and many concurrent players.

Can I self-host Reactor without limits?

Self-hosting beyond 32 CCU per instance, or with orchestration features, requires a licensing arrangement. Contact us to discuss self-hosted licensing terms.

What's the difference between the Scene Fusion cloud and LAN versions?

The cloud version routes sync through KinematicSoup's servers and requires a free account. The LAN versions work entirely over your local network with no cloud dependency, account, or ongoing fees beyond the initial seat purchase.

Is Scene Fusion billed per active user or per seat?

Per seat means per user on your account. You choose how many seats to add, and each seat can be assigned to a different team member. You only pay for the seats you have — there's no per-session or per-hour charge on top.

Do support packages cover both products?

Support packages are available for Reactor and Scene Fusion independently or as a bundle. Priority support covers direct access to the KS team, faster bug turnaround, and prioritized feature requests — the scope is defined in the arrangement.

Start Building
for Free.

Install Reactor via Unity's Package Manager. A local server is included. No account required until you're ready to go live.