Pricing
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.
Three ways to use Reactor
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
Free, always
Download the Unity package, run a local server, and build your game without a cloud account. No time limits, no credit card.
Self-Hosted
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.
Managed Cloud
From $20 / month
One-click deployment, scriptable orchestration, built-in monitoring, and per-minute billing. The fastest path from code to live players.
Reactor Cloud tiers
Every paid tier includes a monthly usage credit that offsets room and bandwidth costs before additional charges apply. All prices in USD.
Prototypes and demos
per month + usage
Includes $20 monthly usage credit
Early access games
per month + usage
Includes $100 monthly usage credit
Live multiplayer titles
per month + usage
Includes $500 monthly usage credit
Large scale or custom deployments
Pricing adapted to your needs
Room instance pricing
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.
How billing works
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
Bandwidth pricing by region
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.
Scene Fusion
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.
Cloud: no install beyond the package
Free up to 2 collaborators
Sign in with a KinematicSoup account from inside the Unity Editor. Free tier supports up to 2 simultaneous collaborators and 20,000 in-scene objects. Upgrade to the paid tier for larger teams and full feature access.
Asset Store: LAN only, no cloud account
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.
Asset Store versions: Lite (free) → Indie ($190/seat) →
Scene Fusion Cloud tier detail
Free forever
per user / month
Enterprise and educational licensing
Add-ons & Services
Available for both products. Pricing is by arrangement; contact us to discuss scope and fit.
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 →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 →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 →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 →Common questions
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.
Install Reactor via Unity's Package Manager. A local server is included. No account required until you're ready to go live.