Photon Fusion is a state-transfer netcode SDK for multiplayer games made with Unity, Unreal, or Godot. Its tick-based simulation supports client-side prediction and snapshot interpolation, and its lag compensation addresses the delay between a client firing and server hit registration. Developers can choose replication for full consistency or eventual consistency, which uses less bandwidth per object, and select dedicated server, client host, or shared authority topologies. Engine availability has qualifications: Photon lists all three engines, but current documentation calls Unreal early access and says Godot early access requires contacting Photon. Dedicated-server deployment is described as a headless Unity build and needs third-party server orchestration at additional cost. Free plans include a 100 CCU option and a development-only 20 CCU option. A 100 CCU plan costs 95.00 USD per once (billed One-time for 12 months); the Premium Cloud rate is 0.50 USD per month (billed Per CCU, invoiced based on monthly usage) with a $1,000 monthly minimum.
Who it is for
Fusion suits game developers building multiplayer experiences who need tick-based simulation, prediction, or a choice of network topology. Developers considering Unreal or Godot should note the early-access qualifications.
What is good
- Supports client-side prediction and snapshot interpolation
- Offers three network topologies
- Eventual consistency uses less bandwidth per object
- Free options include 100 CCU and development-only 20 CCU
What to know first
- Unreal is marked early access in current documentation
- Godot early access requires contacting Photon
- Dedicated servers need third-party orchestration at extra cost
- Premium Cloud has a $1,000 monthly minimum
Verdict
Fusion offers multiple replication and topology choices for multiplayer game networking. Review engine availability and deployment requirements, as well as the plan limits and minimums, before choosing an approach.
Get started with Photon Fusion
- Open the Photon Fusion website.
- Choose Unity, Unreal, or Godot, accounting for the availability conditions for Unreal and Godot.
- Select the free or paid plan suited to your development or game use.
- For dedicated-server deployment, arrange third-party server orchestration.
What the free plan stops at
The Free 100 CCU plan allows one app per customer, games only, approximately 40k MAU, and 0.3 TB traffic per month, with no CCU burst. Development Only 20 CCU is limited to development, 20 concurrent users, and 60.0 GB traffic per month, with no CCU burst.
Questions about Photon Fusion
Is Photon Fusion free?
Yes. Free options include Free 100 CCU and Development Only 20 CCU, each with different usage limits.
What does Photon Fusion cost?
The listed 100 CCU plan is 95.00 USD one time for 12 months. Paid monthly plans include 125.00 USD per month for 500 CCU; Premium Cloud is 0.50 USD per CCU per month with a 1,000 USD monthly minimum.
Which engines does Fusion support?
Photon lists Unity, Unreal, and Godot. Current documentation marks Unreal as early access and says Godot early access is available by contacting Photon.
Which platforms are listed?
The platform list includes Android, iOS, Linux, macOS, self-hosted, web, and Windows. Supported game platforms also include Windows 10/11, macOS, iOS, visionOS, PlayStation 4 and 5, Xbox One and Series X/S, Nintendo Switch, Nintendo Switch 2, Android, and WebGL.
Does Fusion support matchmaking and rollback netcode?
Matchmaking is listed as supported. Rollback netcode is listed as unsupported.
What do the free plans allow?
Free 100 CCU allows one app per customer, games only, approximately 40k MAU, and 0.3 TB monthly traffic, without CCU burst. Development Only 20 CCU is for development, with 20 concurrent users and 60.0 GB monthly traffic, without CCU burst.
Photon Fusion plans and pricing
All plansCompared on game networking middleware
- Free plan
- Yes
- Paid from
- $95/mo
- Network model
- hybrid
- Supported platforms
- Windows 10/11, macOS, iOS, visionOS, PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch, Nintendo Switch 2, Android, WebGL
- Matchmaking
- Yes
- Rollback netcode
- No
- Transport protocols
- UDP, TCP, WebSockets, Secure WebSockets





