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I'm rooting for you guys, truly. Congrats on the launch and thanks for offering a free trial.

However... personally I clicked around looking for pricing, found nothing. I understand it's early and you don't have it figured out yet, that's fine. I get it will cost more than if I tried to roll my own solution on bare metal, sure. But how much more? AFAIK it will be somewhere between ten cents and a billion dollars a month, or per player, or cats per donut, who knows.

I'm starting to think that new services silently loose far more users through the uncertainty of opaque or nonexistent pricing ("contact us!") than they will gain with free trials.




Hathora Cloud is still very young and iterating quickly. We've been in a private beta with select design partners and we're onboarding users slowly via signups.

When we make it generally available, we will definitely make pricing front and center!


My Guess is two modes:

Simple - For semi-auto vertical scale only; turn based & single instance low tick-effort central servers (can provide less bill shock for bursts for same set up effort as rolling your own)

Complex - For large horizontal scale of high-tick effort games with full session pinned websockets by geo

both can easily be billed in the wholesale standard RAM GB-hours (say 1.5x cost) as you will be moved up or fanned out to beefier or more systems right when ticks are not being completed well enough within the desired tickrate.

I expect they'll suggest a max of 10,000 players and 100 rooms @ 50ms ticks taking avg. 5ms tick compute on the smallest VM (~50% util which on a 512MB 1x-shared-CPU costs $3.24 p.m on fly)




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