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Photon Realtime

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What Photon Realtime is

Photon Realtime is a cloud-hosted networking service for building cross-platform real-time multiplayer games. Its matchmaking API can match players randomly, search by parameters or give them a choice of open rooms. It supports synchronous and asynchronous turn-based play, including rejoining a room after disconnection. HTTP webhooks can persist player and room data, properties and event caches to Photon Cloud or a developer’s own storage. Client-to-server transport options include Reliable UDP, TCP, HTTP and WebSockets. Authentication can use providers including Epic EOS, Facebook, Oculus, Steam and VIVEPORT, or custom authentication. Photon Cloud hosts applications across global regions; the product describes scaling from a few users to tens of thousands of concurrent users. Documented SDK variants include Unity and .NET, with JavaScript and native platform packages also available through SDK downloads. Free development use covers 20 concurrent users and 60.0 GB of monthly traffic. The 100 CCU plan costs 95.00 USD billed for 12 months; other paid plans and Enterprise Cloud have different terms and features.

Who it suits

Photon Realtime suits multiplayer game developers, from indie developers to AAA studios, who need matchmaking and networking across platforms. It offers a free development tier and hosted options for projects with different concurrent-user needs.

What it does well

  • Matchmaking supports random, parameter-based and open-room options.
  • Players can rejoin rooms after disconnection.
  • Supports UDP, TCP, HTTP and WebSockets.
  • Free development tier allows 20 concurrent users.

What to know first

  • Free plan is for development only.
  • The 100 CCU plan is billed for 12 months.
  • .NET SDK is only tested for Windows applications.

Limits

The free Development Only — 20 CCU plan is for development, with 20 concurrent users, 60.0 GB monthly traffic, and no CCU burst. Premium Cloud has a 2,000 CCU minimum and a 580 USD monthly minimum fee.

Plans

PlanBilled and limitsPrice
Development Only — 20 CCU20 concurrent users · 60.0 GB traffic/month · development only · no CCU burstFree
20 CCU Development Only20 simultaneous users · 60.0 GB traffic/month · development only · no CCU burstFree
Premium Cloudinvoiced by monthly CCU usage · $580 minimum/month · 2,000 CCU included · 3.0 GB traffic per peak CCU/month · auto-scaling to 50,000 CCU · DDoS protection$0.29 a month
1000 CCUmonthly · 1,000 simultaneous users · 3.0 TB traffic/month · games only · CCU burst$185 a month
2000 CCUmonthly · 2,000 simultaneous users · 6.0 TB traffic/month · games only · CCU burst$370 a month
100 CCUonce for 12 months · 100 simultaneous users · 0.3 TB traffic/month · games only · no CCU burst · about 40k MAU$95, paid once
500 CCUmonthly · 500 simultaneous users · 1.5 TB traffic/month · games only · CCU burst$95 a month
Enterprise CloudDedicated managed environment · unlimited titles · SLA · priority operations support · dedicated servers · server-authoritative pluginsOn request

As photonengine.com lists them, read 30 Sept 2026. The maker's own page has the final word.

Getting started

  1. Open the Photon Realtime website.
  2. Choose a documented Unity or .NET SDK, or a JavaScript or native platform package from SDK downloads.
  3. Select development use or a paid plan according to your concurrent-user and traffic needs.
  4. Configure matchmaking, authentication, and transport for your game.

Photon Realtime is a managed networking service for developers building multiplayer games around client-server connections and rooms. It is best for teams seeking cloud-hosted matchmaking and cross-platform reach. Its strongest appeal is the combination of session tools and global hosting; production pricing and SDK constraints deserve careful attention.

Overview

Players can be matched randomly, searched by parameters, or allowed to choose an open room. Realtime supports synchronous and asynchronous turn-based play, with room rejoin after disconnection. That makes it a practical fit for games built around sessions that need recovery, but not a reason to assume every networking or game-server requirement is covered.

Photon Cloud hosts applications across global regions and is described as scaling from a few users to tens of thousands of concurrent users. HTTP webhooks can persist player and room data, properties, and event cache either to Photon Cloud or the developer’s own storage. This gives teams options for retaining state without committing all persistence to a single location.

Key features

  • Matchmaking and rooms: Random matching, parameter-based searches, and open-room selection let games use different routes into a session.
  • Flexible gameplay: Synchronous and asynchronous turn-based modes, along with room rejoin, suit games where sessions may need to resume after a connection drops.
  • Transport choices: Photon Cloud supports Reliable UDP, TCP, HTTP, and WebSockets for client-to-server communication. That breadth helps teams accommodate different connection needs.
  • Authentication: External providers include Epic EOS, Facebook, Oculus, Steam, and VIVEPORT, alongside custom authentication.
  • Persistence: Webhooks can retain player and room data, properties, and event cache in Photon Cloud or developer-managed storage.
  • Security and support: Photon Engine states it is ISO 27001:2022 certified and aligned with GDPR and CCPA, and that Photon Cloud does not store personally identifiable information. All plans include documentation, samples, tutorials, videos, and help with account and billing issues; paid support options are described for higher tiers.

Pricing

The free Development Only — 20 CCU plan costs nothing and allows 20 concurrent users with 60.0 GB traffic per month. It is restricted to development and has no CCU burst, so it is for prototyping rather than a live game.

The 100 CCU plan costs $95, paid once, billed for 12 months. It includes 100 concurrent users and 0.3 TB traffic per month, but is games-only and has no CCU burst. It is the lowest-cost paid entry for a small launch, though its annual billing and fixed capacity leave less room for spikes.

The monthly plans add capacity and burst handling: 500 CCU is $95 a month with 1.5 TB traffic; 1000 CCU is $185 a month with 3.0 TB; and 2000 CCU is $370 a month with 6.0 TB. Each is games-only and includes CCU burst, making these better suited to production titles with variable demand than the development plan or 100 CCU tier.

Premium Cloud costs $0.29 a month per CCU, invoiced according to monthly usage, but has a $580 minimum fee per month and a 2,000 CCU minimum. It includes 6.0 TB traffic, usage-based CCU auto-scaling, and default DDoS protection. The scaling flexibility comes with a substantial floor, so it is aimed at larger services rather than modest launches. Enterprise Cloud has custom pricing and adds dedicated servers, unlimited titles, an SLA, priority operations support, server-authoritative plug-ins, and multi-layered DDoS protection.

Platforms

Supported platforms include Windows, macOS, Linux, Android, iOS, web, PlayStation 4/5, Xbox One/Series, and Nintendo Switch. The Unity SDK lists Windows, macOS, Linux, Android, iOS, consoles, and XR devices; the .NET SDK is only tested for Windows applications. Teams targeting other platforms should account for that .NET constraint and choose an appropriate SDK. Photon’s SDK downloads also include JavaScript and native platform packages.

Who it's for

Photon presents Realtime to developers from indie teams through AAA studios. The free development tier suits prototyping, while the 100 CCU plan provides a small paid starting point. Higher concurrency tiers, usage-based scaling, and enterprise hosting give growing or larger games options, though minimum commitments can make them a poor fit for projects with limited or uncertain budgets.

Pros and cons

  • Pro: Multiple matchmaking routes, turn-based modes, and room rejoin cover useful session patterns without requiring one fixed way to pair players.
  • Pro: Global cloud hosting, transport choices, and webhook persistence support teams that want a managed networking service with options for state retention.
  • Pro: The 500 CCU and larger monthly tiers include burst capacity, while Premium Cloud adds usage-based auto-scaling.
  • Con: The free plan is development-only and capped at 20 concurrent users, so it cannot serve as a free production tier.
  • Con: The 100 CCU plan has no burst and is billed for 12 months; Premium Cloud requires at least 2,000 CCU and $580 per month.
  • Con: The .NET SDK is only tested for Windows applications, limiting its fit for teams targeting other platforms.

Alternatives

Consider brainCloud for another freemium option with a free plan and free trial. Edgegap is a paid alternative with a free trial, including a time-limited three-hour trial on a shared environment. GS2-Matchmaking offers a free Individual plan with eligibility limits tied to sales. Metaplay offers a free local-development plan with a full SDK and local server, making it a fit when local development without hard limits is the priority. AccelByte Gaming Services has a free public-cloud foundations option while building, with usage fees as players arrive. Colyseus offers a free open-source option for self-hosting on your own servers. Epic Online Services is free to use with no royalty or hosting fees, though service usage restrictions may apply. SmartFoxServer is another freemium option with a free Community Edition.

Browse Game Matchmaking Software or Game Networking Middleware for more options in these categories.

Verdict

Choose Photon Realtime if you need managed matchmaking, room-based multiplayer, and global cloud hosting, with plan tiers that extend from development to high concurrency. Its main advantage is the range of session, transport, and scaling options; look elsewhere if your project needs a free production tier, cannot meet larger plan minimums, or depends on a non-Windows .NET target.

Verdict

Photon Realtime provides matchmaking, transport and persistence features for multiplayer games, with cloud hosting across global regions. Review the plan’s usage terms and the SDK platform constraint that applies to your application.

Questions

Is Photon Realtime free?

Yes. Its Development Only — 20 CCU plan costs nothing and is limited to development use.

What does Photon Realtime cost?

The 100 CCU plan is 95.00 USD one time, billed for 12 months. Monthly plans include 95.00 USD for 500 CCU, 185.00 USD for 1,000 CCU, and 370.00 USD for 2,000 CCU.

Which transports does Realtime support?

Photon Cloud supports Reliable UDP, TCP, HTTP, and WebSockets for client-to-server communication.

Which SDKs and platforms are available?

Documented SDK variants include Unity and .NET; SDK downloads also include JavaScript and native platform packages. The .NET SDK is only tested for Windows applications, while the Unity SDK lists Windows, macOS, Linux, Android, iOS, consoles, and XR devices.

Can players rejoin after disconnecting?

Yes. Realtime supports room rejoining after disconnection, and it supports synchronous and asynchronous turn-based gameplay.

What is included with Premium Cloud?

Premium Cloud is billed at $0.29 per CCU per month, with a 580 USD monthly minimum. It has a 2,000 CCU minimum, includes 6.0 TB of traffic, usage-based CCU auto-scaling, and default DDoS protection.

Facts from Photon Realtime's own pages

Audience
The product is presented for multiplayer game developers ranging from indie developers to AAA studios. · photonengine.com, 30 Sept 2026
Authentication
Authentication accepts user IDs and external-provider data, including custom endpoints and platform providers such as Steam, Oculus, PlayStation, Xbox, Epic and Nintendo Switch. · doc.photonengine.com, 15 Oct 2026
Cloud operations
Photon says its operations team monitors cloud servers continuously and offers optional SLAs, enhanced DDoS protection and custom server plugins. · photonengine.com, 15 Oct 2026
Company founding
The German company register profile lists Exit Games GmbH as founded on 9 January 2003. · openregister.de, 15 Oct 2026
Company headquarters
Photon's LinkedIn profile lists Hamburg as headquarters and Hongkongstrasse 7, Hamburg as its primary location. · linkedin.com, 15 Oct 2026
Company legal name
Crunchbase identifies the maker's legal name as Exit Games GmbH. · crunchbase.com, 15 Oct 2026
Company ownership
LinkedIn describes Photon Engine as privately held. · linkedin.com, 15 Oct 2026
Company size
LinkedIn lists Photon Engine's company size as 11–50 employees. · linkedin.com, 15 Oct 2026
Custom events
The client API supports events, custom properties, room and player views, and network statistics. · doc.photonengine.com, 15 Oct 2026
Developer adoption
Crunchbase says Photon is used by more than 330,000 game developers. · crunchbase.com, 15 Oct 2026
Documentation depth
Documentation includes getting started, API reference, release notes, authentication, regions, rooms, encryption, traffic statistics, network simulation and PlayFab integration. · doc.photonengine.com, 15 Oct 2026
Enterprise security
Enterprise Cloud includes dedicated servers, service-level guarantees, priority operations support, server plug-ins, and multi-layered DDoS protection. · photonengine.com, 30 Sept 2026
Founded
2003 · photonengine.com, 28 Sept 2026
Funding record
Crunchbase shows five funding rounds and a corporate round involving Skillz, but does not expose total funding amounts in the public view. · crunchbase.com, 15 Oct 2026
Game modes
It supports synchronous and asynchronous turn-based gameplay, with room rejoin after disconnection. · photonengine.com, 30 Sept 2026
Headquarters
Hamburg, Germany · photonengine.com, 28 Sept 2026
Independent integration documentation
Microsoft's PlayFab quickstart requires a Photon Realtime App ID and supports optional Photon Chat integration. · learn.microsoft.com, 15 Oct 2026
Integrations
The documented Realtime SDK variants are for Unity and .NET, and Photon’s SDK downloads also include JavaScript and native platform packages. · doc.photonengine.com, 30 Sept 2026
Licence
The SDK is proprietary under Exit Games end-user licence terms and requires an Exit Games account and App ID; it is not presented as open source. · github.com, 15 Oct 2026
Licence termination
The licence terms require use rights and software access to end when the agreement terminates, with software copies deleted and outstanding fees paid. · photonengine.com, 15 Oct 2026
Limit: C API
Realtime Core's C API currently cannot manually select a region and remains fixed to default region selection. · doc.photonengine.com, 15 Oct 2026
Limit: China deployment
China mainland access requires Photon approval, a separate App ID/build and a local name server; cross-border webhook and authentication connections may be unreliable. · doc.photonengine.com, 15 Oct 2026
Limit: low-level scope
Because Realtime is a low-level networking layer, teams must implement game-specific simulation and gameplay systems themselves. · doc.photonengine.com, 15 Oct 2026
Limit: PlayFab legacy path
Photon's PlayFab documentation warns that CloudScript Classic webhooks are deprecated and may fail for titles without legacy paid access. · doc.photonengine.com, 15 Oct 2026

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