Plans, credits, teams
Credits pay for generation. Everything else — writing, editing, saving, validating, testing, tuning — is free.
Credits
1,000 credits is about US$1. Every plan comes with an allowance that resets every 30 days — unused credits do not roll over — and the Free allowance is enough to make a real game with real art and sound before paying anything. New accounts may also start with a one-off sign-up bonus. Credits are not sold separately to individuals: to get more, move to a bigger plan. The amounts are in the plans table.
What is free
- Creating, editing, reading, storing and rewriting game code — at any size, any number of times.
- Validating a game and running the real headless-browser test.
- Playtest screenshots.
- Reading the convention, the skills and the genre blueprints.
- Everything in the Editor: sliders, presets, the grid editor, the Hierarchy, saving, version history.
- Importing your own art and audio.
- Browsing and claiming library voices, and importing from the shared 3D library.
- Publishing, sharing, remixing and exporting.
What costs credits
| Generation | Credits | Notes |
|---|---|---|
| Game asset (one image) | 20 | |
| Concept art | 20 | per image; 2 by default |
| Cover banner | 20 | |
| Character sprite (edit of an existing image) | 35 | |
| Image with two references (two characters in one picture) | 110 | |
| Sound effect | 36 | |
| Music track | 20 | |
| Speech | ~3 | 0.5 per second; 6s default |
| Animated CG | ~120 | 30 per second; 4s default |
| Sprite animation | ~180 | 40 per second; 4.5s default |
| Live2D rig Pro | 320 | |
| Textured 3D primitive Pro | 250 | |
| Text to 3D model Pro | 300 | |
| Rig a 3D model Pro | 375 | plus 600 per action baked in |
| Image to 3D model Pro | 750 |
One more charge applies on the website only. When you use the built-in agent, Gamentic runs the model for you and that reasoning is billed in credits — roughly half of a website build's spend. Connect your own AI over MCP and you pay your own provider for the model instead, so every Gamentic credit goes to art and audio.
Plans
| Free | Advanced | Pro | Ultra | |
|---|---|---|---|---|
| Price | — | US$9.90 / month | US$29.90 / month | US$100 / month |
| Yearly | — | US$99 / year | US$299 / year | US$1000 / year |
| Credits (reset every 30 days) | 2,500 | 10,000 | 37,500 | 150,000 |
| Game slots | 2 | Unlimited | Unlimited | Unlimited |
| Storage | 250 MB | 3 GB | 10 GB | 50 GB |
| Generations at once | 1 | 2 | 5 | 9 |
| Versions kept per game | 1 | 3 | 8 | 20 |
| Export and upload your own assets | — | ✓ | ✓ | ✓ |
| Join a team | — | ✓ | ✓ | ✓ |
| Create a team | — | — | ✓ | ✓ |
| Live2D | — | — | ✓ | ✓ |
| 3D models and animation | — | — | ✓ | ✓ |
| GamenticAI VIP (stronger AI) | — | — | ✓ | ✓ |
| Support | Discord public channel | Discord private group | Discord private group | Discord private group + response-time commitment |
Paid plans are subscriptions, billed monthly or yearly, that renew automatically until you stop them. Yearly billing charges once for the year, and the plan's allowance still resets every 30 days — it is not paid out as twelve months at once. You can turn off auto-renew at any time under Account → Plans; the plan stays active until the end of the period you have already paid for. Upgrading takes effect immediately and charges the difference for the rest of the current period, with the extra credits added to this period's allowance; downgrading takes effect from the next period. A monthly plan can be switched to yearly at any time; a yearly plan switches back to monthly only when its year ends.
2D is limited only by credits. 2D art, sprites, animation, sound, music and voice work on every plan, Free included — your credit balance is the only limit. Everything else that needs a plan is marked in the table above.
Wallets
You may have more than one source of credits: your personal balance, plus a pool for each team you belong to. One of them is the active wallet, and generation bills that one.
Wallets are hard-isolated. When the active wallet runs dry, generation stops with a clear message. It never quietly falls back to another wallet. This is deliberate: a team budget silently draining someone's personal credits is the failure that would matter most, so the platform refuses rather than guesses.
Switch wallets from the picker in the top bar or on the account page. If you build over MCP, your
assistant can switch it with set_active_wallet — but it should only do so when you
ask.
Teams
A team owns its games. They live in the team's library rather than in one person's account, so members come and go without games going with them.
| Role | Can do |
|---|---|
| Owner | Everything, including funding the pool and removing members. |
| Admin | Manage members, set allowances, approve credit requests. |
| Editor | Create and edit the team's games, spend against their allowance. |
| Player | Play the team's games. Editor links redirect to the play page. |
Shared budget, individual limits
A team has its own pool of credits, separate from every member's personal balance. The pool is topped up by buying a Team Pack; personal credits cannot be moved into it. Each member then gets an allowance capping what they can spend from the pool. When someone reaches their cap, generation stops for them and they can request more with a reason; an admin approves or declines.
Members join through a role-scoped invite link. The Editor shows who else has a game open, so two people do not unknowingly tune the same thing at once — and if they do, the second save is caught rather than silently discarded.
Seeing where the credits went
Account → Usage history reports spending per game, which is the question people actually have, alongside the full chronological ledger by tool. Two things there are worth understanding:
- Transfers are not spending. Allocating an allowance or approving a credit request moves credits around inside a team. Those moves are reported separately, so team credits are not counted twice.
- Some spend has no game attached. Concept art generated during the design phase is charged before the game exists to attach it to. It is real spend on a real game — it just cannot be attributed at the moment it happens.
Running out
When the balance hits zero, generation halts with a message saying so. Nothing is charged elsewhere and nothing is half-finished silently. Code changes, editing and tuning all keep working — only generation stops.