name: LootLocker FinOps description: > FinOps Framework 1.0 FOCUS-aligned cost and usage model for LootLocker game backend-as-a-service. The primary cost driver is Monthly Active Users (MAU), with the Trial plan capped at 1,000 MAU at no cost, and commercial plans on custom pricing with a published overage rate of $0.015 per additional MAU on the Publisher tier. version: "1.0" created: "2026-06-12" modified: "2026-06-12" url: https://lootlocker.com/pricing provider: name: LootLocker website: https://lootlocker.com pricingPage: https://lootlocker.com/pricing billingContact: https://lootlocker.com/pricing costModel: type: MAU-based with custom enterprise pricing description: > LootLocker pricing is primarily driven by Monthly Active Users (MAU). The free Trial tier allows up to 1,000 MAU at no cost. Non-commercial projects can apply for a free license regardless of MAU. Commercial tiers (Developer and Publisher) use negotiated custom pricing. The Publisher tier publishes an overage rate of $0.015 per MAU beyond the contracted volume. metrics: - name: Monthly Active Users (MAU) description: > A player is counted as a Monthly Active User when they create or resume a session with the LootLocker Game API within a calendar month. This is the primary billable unit across all commercial tiers. unit: MAU granularity: monthly pricingImpact: primary - name: Player File Storage description: > Each player can store up to 50 files with a maximum of 5 MB per file. File storage is included in all plans; no per-GB storage overage is currently published. unit: files / MB granularity: per-player pricingImpact: indirect (included in plan) costAllocation: dimensions: - name: Game / Project description: > LootLocker organizes resources by game project. Each game project is a separate billing entity within the account. Cost should be allocated per project to track backend spend per title. - name: Environment description: > Projects can operate across development, staging, and production environments. MAU counts apply to production environments; development sessions should be tracked separately to avoid inflating MAU counts. - name: Platform / SDK description: > Players may authenticate via multiple platforms (Steam, PSN, Xbox, Nintendo Switch, Apple, Google, Epic Games, etc.). Tracking MAU by authentication platform provides visibility into cross-platform reach and helps prioritize SDK investment. optimization: recommendations: - name: Monitor MAU Growth on Trial Plan description: > Trial plan is hard-capped at 1,000 MAU/month. Proactive monitoring of MAU velocity prevents surprise outreach from LootLocker and allows time to negotiate a Developer plan before hitting the cap. effort: low impact: high - name: Apply for Non-Commercial License Early description: > Student projects, game jam entries, and hobby games should apply for the Non-Commercial License before public launch to avoid needing a paid plan for non-revenue-generating titles. effort: low impact: high - name: Batch Server API Calls description: > Server-side operations should batch player updates where possible to reduce total API call volume. Fewer requests reduce exposure to any future usage-based pricing changes and improve latency. effort: medium impact: medium - name: Track MAU by Authentication Platform description: > Breaking down MAU by authentication provider (Steam, PSN, Xbox, etc.) identifies which platforms drive the most active users and informs platform prioritization for marketing and SDK maintenance investment. effort: medium impact: medium - name: Negotiate Overage Rate Before Scale description: > On the Publisher tier, overage is priced at $0.015 per additional MAU. Teams projecting significant MAU growth should negotiate a higher contracted MAU volume before hitting overage to secure better unit economics. effort: high impact: high budgeting: notes: > LootLocker does not publish a public price calculator for Developer and Publisher tiers. Budget planning requires direct engagement with the LootLocker sales team. The only published unit price is $0.015 per MAU overage on the Publisher tier. Teams should model 12-month MAU growth curves based on game launch projections and negotiate contracted volumes with 20-30% headroom to avoid overage charges. focus: resourceType: Game Backend Service serviceName: LootLocker serviceCategory: Game Backend as a Service provider: LootLocker pricingUnit: MAU/month publishedOverageRate: value: 0.015 currency: USD unit: MAU tier: Publisher