The real difference is the meter, not the feature list
Photon prices by concurrent users: the number of people connected at the same moment. That is the honest unit for infrastructure, because concurrency is what actually consumes a server. It is also close to impossible for a small studio to forecast. You find out your peak after it happens, and a game featured on a portal for one afternoon can spike far past a tier you picked months earlier.
We price by monthly active players instead: how many distinct people played at all during the month. It is the number you can estimate from your own traffic, it does not punish a good day, and a game that goes quiet costs nothing.
You do not write or deploy a server
With Photon you generally choose between their hosted rooms and running your own server plugin, and anything authoritative means writing and deploying server code.
Here the server already exists. Rooms are created on first join, state is whatever fields you set, and if you need rules that a cheating client cannot bypass you deploy a small piece of game logic that runs server-side, versioned, with rollback and logs, and no container to manage.
Where Photon is the better answer
This is not the right tool for everything, and it is worth being direct about that.
- Frame-perfect competitive combat. Those want a UDP transport with rollback. Ours is reliable and ordered, so fast browser action is built with client-side prediction and interpolation instead: that ships, and it is a different job from rollback.
- Native engine-first projects. Photon's Unity and Unreal SDKs are mature and widely used, and they reach desktop and console. Ours is JavaScript, so an engine reaches us wherever it builds to the web.
- Rooms where nearly all state is per-player. Hidden information works here, held in server logic that sends each player their own view, but if almost every field diverges you are writing a server either way.
If your game runs in a browser, the trade is usually in our favour. If it has to ship as a native competitive shooter, it is not.
Common questions
Is Multiplayer Agent cheaper than Photon?
For most browser games, yes, but the reason is the pricing model rather than a discount. Photon bills for concurrent connections and bandwidth; we bill for monthly active players. A game with a large audience that plays in short bursts pays far less on a monthly-players meter than on a concurrency meter.
Can I migrate an existing Photon game?
The networking layer has to be rewritten: the state models are different. In practice this is a smaller job than it sounds for a browser game, because you no longer write a server: you set fields on your own player and read shared state. Most of the migration is deleting code.
Do you support Unity?
Wherever Unity builds to the web, yes: a WebGL build reaches the same rooms through the same key, because the client SDK is JavaScript. There is no native C# binding yet, so a desktop or console build is Photon's answer for now, not ours.
Try it on your own game
The free tier does not expire and asks for no card. Add one script tag and have two people playing in about a minute.