We've updated our pricing, and the short version is this: if you're an indie developer, a student, or a small team, LootLocker is now most likely free for you. And no, this doesn't mean a stripped-down version or a trial. If you qualify for the free tier (more on that below), you'll have access to the full developer platform.
Here's what changed, why we set the limits where we did, and what it means for the 50,000 developers and publishers already building on LootLocker, and for everyone who's just getting started.
What changed
We've simplified our pricing into just three plans, designed for the three types of customers we work with.
Personal is the free option, designed for organizations with under $100,000 in combined revenue and funding over the last 12 months. Acceptance is automatic and trust-based, with no paperwork required. This tier includes every core system on the platform, all non-console platforms (Steam, Apple, Google, Epic, Discord and White Label Login), and a limit of 10,000 monthly active users each month.
Pro is $500 per month with a 30-day free trial. It adds console platforms (Xbox, PlayStation, Switch and Meta), a dedicated Success Manager, and 10,000 MAU included with $0.015 per additional MAU.
Publisher is custom, for organizations managing a catalog of titles. It adds catalog-level features like cross-game loyalty programs, rewards, and insights, with even more features coming soon.
Previously, features like White Label Login and console platforms were reserved for higher tiers. Now White Label Login is free on Personal, and console platforms come with Pro. Every core system is available on every plan. What changes as you grow is scale, console reach and the level of support you get.
If you're an existing customer, you stay on your current pricing. If you were on our Non-Commercial license, you've been moved to Personal automatically and don't need to do anything.
Why 10,000 MAU
Deciding on the number of MAU to include for the Personal tier was not a shot in the dark. We didn't want to pick a number that looked generous on a pricing page and then caught developers out in practice. So we looked at the data from the more than 10,000 games built on LootLocker over the years.
Of those games, over 90% have stayed within 10,000 monthly active users at their peak.
That might come as a surprise, but it's the reality of game development. Many of these games are still in development. Many others have launched and found their audience at a smaller scale, which is a success in its own right.
The reason to point this out isn't to discourage you from building the game of your dreams. Quite the opposite: we want to make sure you can build that game, especially if LootLocker can play a part. We're highlighting this figure to reassure you that LootLocker will realistically remain free for you.
Some of these games will be breakout hits, and hopefully yours is one of them. By the time a game reaches that point, it's usually a commercial product with real revenue and console ambitions, which is exactly what Pro is built for.
It's also worth being clear that this is 10,000 MAU every month, not 10,000 players in total. Some platforms count every player who has ever played your game and start charging once you pass a lifetime number, which makes a long-tail game a growing risk. On LootLocker, a player only counts in the months they actually play.
When you'd pay
There are four reasons to move to the Pro or Publisher tier:
- Your organization passes $100,000 in combined revenue and funding
- Your game consistently needs more than 10,000 MAU
- You're shipping on console
- You have a catalog of games on LootLocker that you want to connect together
Moving up is never retroactive. If your organization grows past the threshold or needs more functionality, you move up going forward, when you're ready.
And if your game passes 10,000 MAU on Personal, we won't switch anything off. We'll reach out and talk through your options. We know that 10,000 MAU doesn't necessarily mean you're in a position to pay, and we're not interested in blocking game developers from being successful, so we'll always work with you to find a solution.
What this means for you
Put simply, you can build, playtest, launch and grow your game on LootLocker for free, right up until it becomes a commercial success. And since some of the most valuable work happens before launch, we're really excited by what this means for Playtests.
In September we launched Playtests and Surveys. Playtests gives you a signup flow on a generic playtest.game domain, fully branded as your game or label. Players create an account, accept your NDA, connect their Discord or other platform accounts, answer your survey, and join a waitlist. You pick who gets in, and Reward Campaigns deliver keys straight to their inbox. No spreadsheets, no manual key handling. Then, with the LootLocker SDK implemented in your game, you can close the loop on the playtest by seeing which players actually played, for how long, and anything else from the systems you use or the metadata you capture.
And then when the playtest ends, the emails, platform connections and survey answers stay with you, so when you launch you can recognize your earliest supporters and bring them back with exclusive rewards.
Playtests is included in the Personal plan, along with everything else on the platform. While other platforms either hand out access and stop there or charge a monthly fee for dedicated playtesting tools, LootLocker lets you run your playtest, learn who your testers are and keep that relationship through launch, for free. We think that makes it the best way to start building your game's community today.
Get started
If you've been waiting for the right moment to try LootLocker, this is it. Create a free account or take a look at the full breakdown on our pricing page.




