
Photon Realtime
Photon Realtime is a cloud-hosted networking service for building cross-platform real-time multiplayer games.
What Photon Realtime is
Photon Realtime is a cloud-hosted networking service for building cross-platform real-time multiplayer games. Its matchmaking API can pair players randomly, search by parameters, or let them select 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 supports providers such as Epic EOS, Facebook, Oculus, Steam, and VIVEPORT, as well as custom authentication. Photon Cloud hosts and scales applications across global regions; the product describes growth 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 monthly traffic. Paid options include a 100 CCU plan billed for 12 months at 95.00 USD; Enterprise Cloud has no listed price.
Good
- Offers random, parameter-based, and open-room matchmaking
- Supports turn-based play and room rejoining
- Webhooks can persist game data and event caches
- Supports multiple transport protocols and authentication options
- Cloud scaling is described up to tens of thousands of concurrent users
Watch out
- Free plan is development-only and limited to 20 concurrent users
- 100 CCU plan is billed for 12 months
- Premium Cloud has a $580 monthly minimum fee
- Realtime .NET SDK is only tested for Windows applications
Who it suits
Photon Realtime suits multiplayer game developers who need matchmaking, room-based play, and cloud-hosted networking across platforms. Its free development plan is limited to 20 concurrent users, while paid plans address higher usage.
Verdict
Photon Realtime brings matchmaking, persistence hooks, and several transport and authentication options into a hosted multiplayer service. Plan choice matters: free use is for development, and paid options have defined user and traffic allowances or minimums.
Plans and prices
From Photon Realtime's own pricing page, checked 15 Oct 2026.
| Plan | Price | What it gives you |
|---|---|---|
| 20 CCU Development Only | Free | 20 simultaneous users · 60.0 GB traffic/month · development only · no CCU burst |
| Development Only — 20 CCU | Free | 20 concurrent users · 60.0 GB traffic/month · development only · no CCU burst |
| Premium Cloud | $0.29 a month | $580 minimum/month · 2,000 CCU included · 3.0 GB traffic per peak CCU/month · auto-scaling to 50,000 CCU · DDoS protection · invoiced by monthly CCU usage |
| 500 CCU | $95 a month | 500 simultaneous users · 1.5 TB traffic/month · games only · CCU burst · monthly |
| 100 CCU | $95, paid once | 100 simultaneous users · 0.3 TB traffic/month · games only · no CCU burst · about 40k MAU · once for 12 months |
| 1000 CCU | $185 a month | 1,000 simultaneous users · 3.0 TB traffic/month · games only · CCU burst · monthly |
| 2000 CCU | $370 a month | 2,000 simultaneous users · 6.0 TB traffic/month · games only · CCU burst · monthly |
| Enterprise Cloud | Priced on request | Dedicated managed environment · unlimited titles · SLA · priority operations support · dedicated servers · server-authoritative plugins |
The facts
Each one read from Photon Realtime's own pages, with the date it was checked.
What it does
- Audience
- The product is presented for multiplayer game developers ranging from indie developers to AAA studios.checked 30 Sep 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.checked 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.checked 15 Oct 2026
- Custom events
- The client API supports events, custom properties, room and player views, and network statistics.checked 15 Oct 2026
- Developer adoption
- Crunchbase says Photon is used by more than 330,000 game developers.checked 15 Oct 2026
- Documentation depth
- Documentation includes getting started, API reference, release notes, authentication, regions, rooms, encryption, traffic statistics, network simulation and PlayFab integration.checked 15 Oct 2026
- Enterprise security
- Enterprise Cloud includes dedicated servers, service-level guarantees, priority operations support, server plug-ins, and multi-layered DDoS protection.checked 30 Sep 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.checked 15 Oct 2026
- Game modes
- It supports synchronous and asynchronous turn-based gameplay, with room rejoin after disconnection.checked 30 Sep 2026
- Independent integration documentation
- Microsoft's PlayFab quickstart requires a Photon Realtime App ID and supports optional Photon Chat integration.checked 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.checked 30 Sep 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.checked 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.checked 15 Oct 2026
- Limit: C API
- Realtime Core's C API currently cannot manually select a region and remains fixed to default region selection.checked 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.checked 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.checked 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.checked 15 Oct 2026
The company
- Company founding
- The German company register profile lists Exit Games GmbH as founded on 9 January 2003.checked 15 Oct 2026
- Company headquarters
- Photon's LinkedIn profile lists Hamburg as headquarters and Hongkongstrasse 7, Hamburg as its primary location.checked 15 Oct 2026
- Company legal name
- Crunchbase identifies the maker's legal name as Exit Games GmbH.checked 15 Oct 2026
- Company ownership
- LinkedIn describes Photon Engine as privately held.checked 15 Oct 2026
- Company size
- LinkedIn lists Photon Engine's company size as 11–50 employees.checked 15 Oct 2026
- Founded
- 2003checked 28 Sep 2026
- Headquarters
- Hamburg, Germanychecked 28 Sep 2026
The full review of Photon Realtime
Photon Realtime is a hosted client-server networking service for cross-platform multiplayer games. It is best suited to developers who want managed matchmaking and room-based play, rather than the work of hosting the networking layer themselves. Its flexible session and connection options are useful, but production pricing can become substantial once a project needs more than a small fixed user allowance.
Overview
Realtime lets developers match players randomly, search for rooms by parameters, or let players choose from open rooms. It supports synchronous and asynchronous turn-based play, and players can rejoin rooms after disconnection. That combination fits games built around sessions and recoverable turns; it is less compelling if a team does not need room-based matchmaking or wants to operate its own networking infrastructure.
Photon Cloud hosts applications across global regions and is designed to scale from a handful of users to tens of thousands of concurrent users. HTTP webhooks can persist player and room data, properties, and event-cache contents to Photon Cloud or the developer’s own storage. This gives teams a route to retain session state without tying persistence to one storage destination.
Key features
- Room matchmaking: Random matching, parameter searches, and open-room selection cover several ways to form a session, without requiring every game to use the same player-discovery flow.
- Disconnection recovery: Room rejoin and synchronous or asynchronous turn-based modes suit games where a session must survive interruptions or proceed at different paces.
- Persistence hooks: Webhooks can retain player data, room data, properties, and event-cache contents, either in Photon Cloud or developer-owned storage.
- Transport choice: Client connections can use Reliable UDP, TCP, HTTP, or WebSockets. This range helps teams accommodate different connection requirements, though the right option depends on the game and client.
- External authentication: Supported providers include Epic EOS, Facebook, Oculus, Steam, and VIVEPORT, alongside custom authentication. That is useful for games already using those identity systems.
- SDK coverage: Documented Realtime SDK variants include Unity and .NET, while Photon SDK downloads also include JavaScript and native platform packages. The .NET Realtime SDK is tested only for Windows applications; Unity’s stated platform range includes Windows, macOS, Linux, Android, iOS, consoles, and XR devices.
Photon Engine says it is ISO 27001:2022 certified and aligned with GDPR and CCPA, and that Photon Cloud does not store personally identifiable information. Enterprise Cloud adds dedicated servers, service-level guarantees, priority operations support, server plug-ins, and multi-layered DDoS protection. These are meaningful provisions for larger deployments, but Enterprise Cloud is a different cost and support tier from the fixed-allowance plans.
Pricing
Realtime is freemium, but its free tier is explicitly for development, not a live game launch. Plan choice determines both concurrent-user capacity and monthly traffic allowance; the fixed plans also distinguish between burst capacity and games-only use.
| Plan | Price and terms | Allowance and fit |
|---|---|---|
| Development Only — 20 CCU | free | 20 concurrent users, 60.0 GB traffic/month, development only, no CCU burst. Suitable for development, not production. |
| 100 CCU | $95, paid once, billed for 12 months | 100 concurrent users and 0.3 TB traffic/month; games only, no CCU burst. Its annual billing term and small capacity make it a narrow production allowance. |
| 500 CCU | $95 a month, billed per month | 500 concurrent users and 1.5 TB traffic/month, with CCU burst; games only. It offers more headroom than the 100 CCU option at the same stated price, but the 100 CCU price is for a 12-month term. |
| 1000 CCU | $185 a month, billed per month | 1,000 concurrent users and 3.0 TB traffic/month, with CCU burst; games only. A step up for games whose expected peaks exceed the smaller caps. |
| 2000 CCU | $370 a month, billed per month | 2,000 concurrent users and 6.0 TB traffic/month, with CCU burst; games only. It provides the largest fixed allowance among these plans, but still sets a defined ceiling. |
| Premium Cloud | $0.29 a month, billed per CCU and invoiced based on monthly usage; $580 minimum fee per month | 2,000 CCU minimum, 6.0 TB traffic included, usage-based CCU auto-scaling, DDoS protected by default. It suits deployments that need scaling, but the minimum fee and starting capacity make it unsuitable for small projects. |
| Enterprise Cloud | Custom pricing | Dedicated servers, unlimited titles, SLA, priority operations support, server-authoritative plug-ins, and multi-layered DDoS protection. A fit for organizations that need those operational and server-side provisions. |
All plans include online documentation, samples, tutorials, videos, and help with account and billing issues; paid support options are described for higher tiers. The cheaper development plan gives up production use and burst capacity, while fixed paid plans cap concurrency and traffic. Teams should compare their forecast against both allowances before choosing a tier.
Platforms
Photon identifies supported platforms as Windows, macOS, Linux, Android, iOS, Web, PlayStation 4/5, Xbox One/Series, and Nintendo Switch. The Unity SDK also lists XR devices. Platform support is not uniform across SDKs: the Realtime .NET SDK is tested only for Windows applications, so cross-platform teams should account for that constraint when selecting an SDK.
Who it's for
Realtime is aimed at multiplayer developers from indie teams to AAA studios. It is a sensible fit for teams building room-based games that value hosted global-region infrastructure, flexible matchmaking, turn-based modes, rejoin behavior, or webhook-based persistence. The development tier gives small teams a way to build within a defined 20-user and 60.0 GB monthly traffic cap.
It is a weaker fit for a live game that must remain free, needs uncapped concurrency without a minimum commitment, or cannot work within the chosen plan’s user and traffic limits. Larger teams may find the Premium Cloud minimum or the custom-priced Enterprise tier more appropriate, depending on whether they need usage-based scaling or dedicated operational provisions.
Pros and cons
- Pro: Several matchmaking paths and room rejoin support give developers control over how sessions form and recover.
- Pro: Webhooks can persist multiple kinds of room and player state to Photon Cloud or a developer’s own storage.
- Pro: Reliable UDP, TCP, HTTP, and WebSockets provide transport choices, while external and custom authentication accommodate different account setups.
- Con: The free plan is development-only and capped at 20 concurrent users, 60.0 GB per month, with no burst capacity.
- Con: Paid fixed tiers impose user and traffic ceilings, and Premium Cloud starts at a $580 minimum fee per month with a 2,000 CCU minimum.
- Con: SDK platform coverage differs: the Realtime .NET SDK is tested only for Windows applications.
Alternatives
Compare other options in Game Networking Middleware and Game Matchmaking Software. Consider Photon Fusion if its free plan’s one-app limit, games-only use, approximate 40k MAU, and 0.3 TB monthly traffic allowance better fit the project. Photon Quantum is another Photon option with a free development plan for 20 connected users and 60.0 GB monthly traffic.
FishNet is worth considering for Unity projects seeking a free networking solution without CCU caps or CCU paywalls. Mirror Networking is a free, open-source MIT option with no paywalls or CCU costs, while Netick offers free server-authoritative state-sync networking for Unity, with Interest Management and Lag Compensation reserved for Pro.
Normcore may suit teams that want unlimited applications, concurrent users, and rooms on its Public plan, subject to 100 room hours. SmartFoxServer is another freemium alternative with a free Community Edition. Colyseus offers an open-source option that can be self-hosted on a developer’s own servers, with community support and no restrictions.
Verdict
Choose Photon Realtime for a room-based multiplayer game that needs hosted matchmaking, disconnection recovery, persistence hooks, and multiple transport or authentication options. Its strongest case is the breadth of managed networking features and global-region hosting; its clearest drawback is the cost structure, from a development-only free tier to production allowances, a $580 Premium Cloud monthly minimum, or custom-priced Enterprise Cloud. Look elsewhere if the project needs production hosting without defined caps or a minimum fee.
Getting started
- Open the Photon Realtime website
- Create an account and choose the Development Only plan or a paid CCU plan
- Select an SDK such as Unity or .NET, or use JavaScript and native platform packages
- Configure matchmaking, rooms, transport, and authentication
- Connect webhooks if you need persistent player, room, property, or event data
- Deploy through Photon Cloud or choose Enterprise Cloud for dedicated servers
Limits worth knowing
Development Only costs nothing and allows 20 concurrent users with 60.0 GB traffic per month, for development only and without CCU burst. The 100 CCU plan costs $95, paid once, billed for 12 months, while monthly tiers impose their listed CCU and traffic limits; Premium Cloud has a $580 minimum monthly fee and 2,000 CCU minimum.
Questions
Is Photon Realtime free?
Yes. Development Only — 20 CCU is free. Paid plans start with the listed 100 CCU option at $95, paid once, billed for 12 months.
Which platforms are supported?
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 Realtime .NET SDK is tested only for Windows applications.
What authentication providers can it use?
Realtime supports Epic EOS, Facebook, Oculus, Steam, VIVEPORT, and custom authentication.
What does the free plan include?
It allows 20 concurrent users and 60.0 GB traffic per month, for development only, with no CCU burst.
What does Enterprise Cloud add?
Enterprise Cloud includes dedicated servers, unlimited titles, an SLA, priority operations support, server-authoritative plug-ins, and multi-layered DDoS protection.
Does Photon Realtime store personal data?
Photon Engine states that Photon Cloud does not store personally identifiable information.
Alternatives to Photon Realtime
- 1

Colyseus
Free planOpen sourceAndroidiOSWebAPI8.5From $15 a month - 2

Unity
Free planAndroidiOSWebAPI8.4Free plan - 3

Normcore
Free planAndroidiOSWebLinux7.5From $49 a month - 4
SmartFoxServer
Free planAndroidiOSWebAPI7.5From €32.50 a month - 5

Photon Fusion
Free planAndroidiOSWebLinux7.4From $125 a month - 6

FishNet
Free planAndroidiOSWebLinux7.3$50 one-time
