Why Choose Alteruna?
Alteruna is a powerful multiplayer SDK and cloud service for Unity. We support all developers by allowing free game prototyping, low-cost development, and easy global launch and monetization. We simplify real-time network programming, enabling you and other creators to focus on your vision.
Our platform combines technical strength with creative freedom, making it easy to create multiplayer experiences without network coding challenges.
An All-in-One Multiplayer Solution for Any Platform
Alteruna Multiplayer is your complete cloud solution for creating, launching, and making money from multiplayer apps. Well-documented and easy to use across platforms, our scalable framework simplifies your development process, giving you the flexibility and performance to easily create engaging multiplayer experiences.
Affordable and Competitive Pricing for Every Stage of Your Game Development
With Alteruna, you can create your game for free, develop it economically, and launch with prepaid options to help you grow and earn worldwide. Our flexible plans offer great value, including free concurrent users, unlimited sessions, and room hours — giving you all the tools to expand your multiplayer game without extra costs.
Download, connect, and start developing—no sign-up needed!
Getting started with Alteruna is quick and easy. Download the package from the Unity Asset Store, and you're set to develop your multiplayer game right away. Connect to our strong multiplayer network — no registration, no waiting, just jump into game development.
Free Unity SDK with Helpful Tools and Features
Our Unity SDK aims to save you time and make development easier. It includes features like text and voice chat, matchmaking, network LOD, multi-client simulation, lag compensation, and Netcode Rollback, all ready to use. Plus, we regularly add new tools and features to keep you up-to-date.
Add Multiplayer Without Network Coding
With Alteruna, Unity creators can easily add multiplayer to their games without needing programming skills. Just drag and drop to sync changes, stats, voice, and more in the editor. Set everything up to meet your needs and concentrate on developing your game's main features while we manage the networking.
Adaptable Network Structure for Your Game Requirements
Alteruna Multiplayer provides a flexible client-server system for your game. With Shared State, the main room controls the game's status while clients manage their own objects. We also allow Peer-to-Peer connections over LAN, enabling any client to function as both client and server. This adaptability guarantees smooth multiplayer experiences suited to your game's specific needs.
Superior Speed for Seamless Playing
Alteruna’s efficient transport protocols, using both UDP and TCP, ensure fast data transfer between clients. By reducing data traffic, we improve your game’s performance, making multiplayer experiences smoother, more responsive, with less lag and quicker interactions.
Easy Cross-Platform Support for Any Game
Developing for different platforms is easy with the Alteruna Unity SDK. Just select your platform in the editor and build your game for mobile, PC, web, consoles, or XR. Alteruna Multiplayer supports all these options, so your game can reach players everywhere.
And more!
TERMS | Prototype | Develop | Release | Scale |
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Licens (EULA)
unity Asset Store End User License Agreement (EULA) the alteruna EULA
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Unity | Alteruna | Alteruna | Alteruna |
For any application
The price plans are for any multiuser application, not only games.
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Instant stop subscribe
Stopping, deleting and upgrading a subscription is immediate but no refund for the started subscription period.
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Registration
The "Evaluate" SDK does not require registration, the others do.
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Prioritised Support
Prioritised support through extended channels
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Source code available
The Alteruna source code can be available for Enterprise customers
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VARIABLES | Prototype | Develop | Release | Scale |
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Network storage limits
Cloud storage limits for network prefs (Alteruna's version of player prefs): 32b values / no. of strings / string length
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5/2/64 | 16/8/128 | 64/16/256 | 1024/512/1024 |
Data traffic included
Gigabytes of data traffic included per month
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1 GB | 5? GB | 60? GB | 1000? GB |
Subscription fee
Billed monthly
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Free | Free | $25 | $375 |
Prepaid data traffic pots
Additional data traffic are available for paid plans.
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$0.15/GB | $0.10/GB | ||
Postpaid data traffic
Additional data traffic are available for paid plans. "Enterprise": Contact us!
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$0.15/GB | $0.10/GB | ||
Referral Program
Any paid subscriber can refer new subscribers to Alteruna and gain 10-20% of the monthly fee for up to 6 months
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20% for 6 months | 10% for 6 months | ||
Player authentication??
Player accounts for in-game purchases without Alteruna.
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api calls, users? | api calls, users? | api calls, users? | |
Player data storage??
Player can store inventory, states, etc, not using our monetization solution.
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api calls, GB? | api calls, GB? | api calls, GB? | |
Monetizing rev. share
Monetize directly from Alteruna and self publish or stay at major marketplaces for distribution only. Pay in total about 10% of revenue instead of 30%.
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3-5% | 3-5% | ||
FEATURES | Prototype | Develop | Release | Scale |
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Cross platform
Alteruna Multiplayer supports cross platform functionality from the game engine.
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Network LOD
Level of detail (LOD) applied to the data traffic between clients. Area of Interest end goal is that each client only receives data about objects relevant to them.
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Text chat with commands
Instant text messages between the players and functional commands.
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Physics synchronization
The multiplayer synchronisazion (transforms)of physics simulations
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Input lag compensation
Centralised event distribution.
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Field synchronization
Synchronize your data through normal fields in your script by adding the [SynchronizableField] attributes to them.
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Method synchronization
Synchronize your data through normal methods in your script by adding the [SynchronizableMethod] attributes to them.
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User authentification encryption
The user ID will be encrypted.
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Network storage
Persistent network storage of user generated data such as levels, scores, chat history etc will be stored and regenerated the next session.
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WebGL
Support for WebGL run time and builds, enables real time multiplayer web applications, using web browsers only.
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Http only | Http only | ||
Server-side object ownership
A feature designed to prevent cheating and unauthorized modifications to objects within a software application. The system isd designed to ensure data integrity, security, and fairness.
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Interpolation / extrapolation
Methods to predict movements and render them smothly, even when there are lags Limited to rigid bodies for "Prototype" and rigid bodies/tranform dync for "Development"/.
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limited | limited | ||
Netcode Rollback
Client side predicition of movements adjusting the position of an object and reduces the perceived latency.
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On demand compression
Easily compress any type of data using any of the included compression methods.
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limited | |||
Network event log
Analyze the multiplayer events without having to add debug logging everywhere in the code.
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limited | |||
On demand encryption
Any data such as features, tools, text etc can be be encrypted on demand.
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limited | |||
Voice chat
Synchronous audio between the players.
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Matchmaking
Matchmaking allows online players to connect to eachother for play sessions.Matchmaking score ignored for "Develop"
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limited | |||
Multi-client simulation
Enables multi-client testing and development within the same Unity instance, without having to build the project. Max 2 clients for "Develop"
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limited | |||
Player authentication??
Player accounts for in-game purchases without Alteruna.
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Player data storage??
Player can store inventory, states, etc, not using our monetization solution.
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TOPOLOGY | Prototype | Develop | Release | Scale |
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Client–Server
The overall architecture of Alteruna Multiplayer
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Shared state
The play room has state authority but the clients control the state of their own objects.
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Dedicated game server
Dedicated servers run the main simulation and manage the running of the networked game.
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Peer-to-peer
In a peer-to-peer network the interconnected nodes ("peers") share resources amongst each other without the use of a centralised server.
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DATA / TRAFFIC | Prototype | Develop | Release | Scale |
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Unreliable messaging
Connection-less protocol that does not guaranty delivery of packets.
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Reliable messaging
Reliable delivery of packets to the receiver.
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Remote procedure calls
A communication protocol (RPC) that permits program on different computers to request a service without having to understand the network's details.
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Websocket
Data transfer for web applications.
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CLOUD | Prototype | Develop | Release | Scale |
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Global cloud service
Alteruna uses the world's top cloud network providers for its global cloud multiplayer service.
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Scalable
Alteruna Multiplayer scales seamlessly for users, rooms and servers over the globe.
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Flexible plans / traffic limits
Instantly upgrade plans and, at the end of the period, downgrade plans. Alerts when traffic limits are closing but no abrupt stop.
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Unlimited concurrent users
The service will scale automatically to the actual number of concurrent users.
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Unlimited session length
There will be no limit to a game session when users are logged in to a room.
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Unlimited room hours
The aggregated session lengths (room hours) will be unlimited during the billing period.
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Select server location
Select the cloud region closest to you and your co-developers and players.
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Persistent play rooms
Store sychronized objects in scene that will stay persistent after server restart.
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Multiple play regions
Alteruna allows users to select their preferred play region from a list of multiple regions.
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HOSTING | Prototype | Develop | Release | Scale | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Alteruna Cloud hosting
Alteruna administers a shared cloud service for all developers.
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Self hosting with DRM
The customer administers the server instead of accessing a shared Alteruna cloud server. The application will connect to the license system.
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Enterprise hosting without DRM
The customer signs an enterprise license, which allows for free usage of Alteruna.The application will not connect to the license system
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STORAGE | Prototype | Develop | Release | Scale |
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Player data storage
Players can store inventory, states, etc in external databases.
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Network storage
Persistent network storage of user generated data such as levels, scores, chat history etc will be stored and regenerated the next session.
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MONETIZATION | Prototype | Develop | Release | Scale |
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Player authentication
Player accounts for in-game purchases.
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Player data storage
Players can store inventory, states, etc in external databases.
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Monetization sandbox
The sandbox is a development- and test environment for in-game player monetizationtest.
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Items registry
The registry is a database for the digital items presented in the in-game store and the we .
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Ingame store
A digital item store within the game or app.
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Webstore
A web store for digital game items
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In-game payments
The pre-developed integration from Alteruna with a game specialized payment solution.
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sandbox only | |||