06/17/2026
If you are budgeting for a multiplayer game, the servers are usually not the expensive part.
We worked through the full monthly cost of building and running a multiplayer backend: bandwidth, compute, backend services, and the engineering to build and maintain it. For a 32-player shooter averaging 300 concurrent players, the infrastructure came to about $1,465 a month, while the labor to build and maintain the custom netcode came to roughly $8,650 a month. For most teams, the engineering time is the number that decides the budget, not the hosting.
We wrote it up as a practical guide, and we built an interactive calculator so you can plug in your own game (player counts, tick rate, entity counts) and see where the money goes. It includes presets for FPS, extraction shooters, and MMOs.
Read it here: kinematicsoup.com/blog/how-much-does-it-cost-to-build-and-run-a-multiplayer-game