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Persistly

Local-first cloud saves for Unity, Godot and browser games — priced on sync requests, not MAU

freemiumPriced per workspace on runtime request capacity rather than player counts, billed monthly or yearly with a stated 20% saving on yearly. Free is $0 for prototypes: 1 project, 100k runtime requests/month, 60 production and 20 stage requests/minute, 1GB storage, 24h smart restore history, 256KB slot data and 16KB slotInfo, both stage and production environments, test/live key separation and stage Auth Bridge testing. Starter is $15.20/mo billed yearly at $182.40: 3 projects, 1M runtime requests/month, 300 production and 60 stage requests/minute, 25GB storage, 7-day restore history, 512KB slot data, 32KB slotInfo and production Auth Bridge. Growth is $39.20/mo billed yearly at $470.40: 10 projects, 5M runtime requests/month, 1,200 production and 120 stage requests/minute, 100GB storage, 30-day restore history and 1MB slot data. A higher tier is published at $119.20/mo billed yearly at $1,430.40. A launch offer of 20% off the first paid invoice was live at listing time.View full pricing →

Visit Persistly

https://persistly.app

About Persistly

Persistly is cloud save infrastructure for indie games, letting a Unity, Godot or browser title persist player progress across devices without anyone building and operating a backend. The model is local-first: the game writes locally and Persistly performs versioned cloud writes behind it, so a player is never blocked by network latency, and when two devices diverge the SDK surfaces a structured conflict rather than silently overwriting a save. Named save slots, shared account-wide data for settings, unlock flags, bundles or shared inventory, and smart restore history all sit on top of that. An Auth Bridge lets you keep Firebase Auth, Supabase Auth or Auth0 for sign-in while Persistly issues the session used for save sync, so adopting it does not mean migrating identity. Every project ships separate stage and production runtime keys (ps_test_ and ps_live_) from the start, which keeps integration work away from live player data — a discipline most small studios only add after an incident. The SDK contract is deliberately bounded: structured conflicts, validation errors, rate limits and payload boundaries are all things your code can handle deliberately rather than discovering at runtime. The dashboard reports requests, storage, save activity, account counts, warnings and billing capacity. Pricing is the standout choice for the segment — it scales on save-sync request volume, not monthly active users, so a long tail of dormant players costs nothing.

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Key Features

Local-first writes with versioned, conflict-safe cloud sync
Named save slots plus shared account-wide data
Auth Bridge keeps Firebase, Supabase or Auth0 as the identity provider
Separate stage and production runtime keys on every project
Priced on sync requests, so dormant players cost nothing

Tags

game-devunitygodotcloud-savesbackend
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