This page lays out PowerUp's game monetization platform pricing in full: three plans, the same features in each, and no per-install fees or per-seat licences. You pay on revenue that goes through PowerUp, and nothing on players who never spend. The plans below are the same ones shown on the home page.
Plans
Indie
$0
until you earn $1,000 a month through PowerUp
Everything in the engine, for your first game.
- Every feature
- Sandbox and production
- The Godot SDK and the API
- Stripe, App Store and Google Play
- Community support
Studio
3%
of revenue through PowerUp. The same on web, App Store and Google Play.
For games making real money, with a team behind them.
- Everything in Indie
- More than one game
- Priority support
- Help moving your catalog over
Enterprise
Custom
a lower rate as your revenue grows
For publishers with several games.
- Everything in Studio
- Your own dedicated instance
- A launch review before big updates
- Security review and a data processing agreement
- Custom data retention
- Annual contracts and invoicing
You keep your own Stripe, Apple and Google accounts, and they charge their usual fees. Our 3% is separate, and it’s the same wherever the sale happens.
What "revenue through PowerUp" means
It's the money players spend through the checkouts PowerUp runs for your game:
- Stripe on web and desktop builds
- The App Store on iPhone and iPad
- Google Play on Android
The Indie threshold is counted per month, on those sales. The Studio rate is the same whichever of the three a sale went through, so you never have to steer players toward one way to pay for our sake.
You keep your own Stripe, Apple and Google accounts. Each one charges its usual fees, and PowerUp's share is separate from them. Sales that never touch PowerUp, such as copies of a premium game sold on Steam or itch.io, aren't revenue through PowerUp.
What your stores and Stripe charge
PowerUp doesn't change what the platforms charge you. As of October 2026, their own pages say:
| Where the sale happens | Who charges | What they publish |
|---|---|---|
| iPhone and iPad | Apple | 15% on in-app purchases under the App Store Small Business Program, for developers with up to $1 million in proceeds the year before |
| Android | Rates on the Play Console service fees page. In the US, UK, EEA, Australia and Japan they changed in 2026 and now depend on the kind of purchase and whether the install is new, plus a separate billing fee. Elsewhere, developers in the 15% tier pay 15% on their first $1 million a year | |
| Web and desktop | Stripe | 2.9% + 30¢ per successful US domestic card payment on Stripe's pricing page |
| Web and desktop, optional | Stripe Managed Payments | 3.5% per transaction on top, listed on the same pricing page, with Stripe acting as the merchant of record and handling sales tax and VAT |
Check those pages before you plan around them: store fees depend on your program, your region and how the purchase happens, and they've changed often in the last few years. If you're working out whether to move some purchases to the web, the web checkout fee calculator lets you plug in your own numbers.
Why there are no per-install fees
An install isn't revenue. A fee per install charges you for every player who tries the game and never pays, which is most players in a free-to-play game, and it gets more expensive exactly when a free game spreads. It's a live question for game developers: Unity announced a per-install Runtime Fee in September 2023 and cancelled it for games in September 2024. PowerUp's price follows what you earn through it instead.
How other platforms charge
Monetization and backend tools price in a few different ways. Two published examples, as of October 2026:
- A share of revenue. RevenueCat is free up to $2,500 in monthly tracked revenue, then charges 1% of what it tracks.
- Players and company size. LootLocker's free plan is for organizations under $100,000 in combined revenue and funding, with a 10,000 monthly active user limit. Its Pro plan is $500 a month with 10,000 monthly active users included, then $0.015 for each one above that.
They don't do the same job as PowerUp, or as each other: RevenueCat is built around in-app purchases and subscriptions, and LootLocker is a wider game backend with player accounts, progression, LiveOps, an economy and commerce. Compare on what you'd actually replace. Our comparisons go through the main options for Godot games.
What you get on every plan
Every plan has every feature: the catalog and storefront, the coin wallet, season passes, quests, events, news, clubs, rewarded ads, the three checkouts, the publish checks, sandbox and production, the Godot SDK and the REST API. The plans differ in how many games you run, the support you get and, for Enterprise, how and where it's run. See how buggs.io uses it, our own game, for a real setup.
Getting access
The SDK isn't public yet. Studios get the addon and their keys with early access, and the console shows the API address and keys under Integrations, then SDK. Book a demo to see the console with buggs.io's setup, or request early access to start in the sandbox.