Pricing
Pricing that stays aligned with the game.
You pay a share of what the game earns. Exploit pressure grows with revenue and player count, so the price grows with them instead of with seats, servers, or how many people we ban.
Under $50k
Monthly game revenue. Where most studios start.
5%
of monthly game revenue
- A flat rate, with nothing to negotiate
- A quiet month costs you less
- You move up a band only when the game does
$50k – $500k
Monthly game revenue. The working range for a game with a real player base.
3–5%
of monthly game revenue
- Your rate is set once, during the consultation
- Weighed against the game's size and exploit pressure
- A person reviews it as the game grows
Above $500k
Monthly game revenue. Percentages stop making sense at this size.
Custom
flat monthly retainer
- A flat monthly figure rather than a share
- Scoped to your game rather than a band
- Agreed directly with us before anything starts
What every tier includes
- Managed detection development and review
- The customer operations application
- Enforcement workflows and full history
- Ongoing integration and compatibility support
Why revenue, and not seats or servers.
Exploit pressure scales with how much a game earns and how many people play it, so the price scales the same way. A quiet month costs you less. There is no minimum fee and no per-seat maths to reconcile.
Set at onboarding, revisited by a person.
Your band is agreed once, during the consultation, and reviewed as the game grows rather than recalculated automatically. Above $500k a percentage stops being sensible for either side, so that tier is a flat retainer we discuss directly.
Tell us about your game
Every client starts with a consultation. There is no self-serve tier and no checkout.
Book a consultation
Hypervisor