Build vs. Buy calculator
What does building your own game backend really cost?
Most teams underestimate the true cost of building by 3–5×, because maintenance, cloud, compliance and the engineers you pull off your game never make it into the plan. Model your own numbers in two minutes.
- Free, no signup to see results
- Editable assumptions
- Shareable link
Cost calculator
1 Your team
Who would be pulled onto the internal build?
2 What would you need to build?
Pick what your game needs. Some features pull in others they depend on.
3 Tools you pay for today
Optional. You’d keep paying for these unless you build the feature too.
4 Your PULSE plan
Annual licensing, billed monthly. You can change this any time.
Advanced assumptionsSalaries, cloud, compliance, support, currency
Changes the symbol only: enter your own amounts. PULSE list prices are in USD.
Reality check
Could you build everything PULSE does?
LiveOps, analytics, CRM, experimentation, messaging, remote config, web shop, DevOps, ETL and AI, with your team, your salaries and three years of running it after launch.
Assumes 5% annual salary growth through the build and the three years after launch.
Your report
Take your numbers with you.
We’ll email a summary of your scenario, with the line-by-line breakdown and the link to reopen it, so you can share it with your CTO or finance lead.
- Your build vs. PULSE totals and what drives them
- A link to tweak the assumptions any time
- Optional 30-minute call to pressure-test the model on your game
No spam. We use your details only to send your report and follow up about PULSE. Privacy Policy
Want to go through it with someone?
Book a 30-minute walkthroughWhat you’d be buying
One AI-native backend instead of eight projects.
PULSE is a fully featured, natively AI game backend for live service and mobile games. It’s modular: adopt what you need now and add the rest as you grow.
LiveOps
Real-time events, offers and player management
App Analytics
KPI dashboards and natural-language queries
CRM
Profiles, segments, cohorts and lifecycle automation
Web Shop
Sell direct to players, AI-personalised
Experimentation
A/B tests and feature flags on your live ops stack
AI Integration
Run the backend in plain English, with your own AI subscriptions
Remote Config
Change game config without an app store update
DevOps + ETL
Hosting, scaling and unified data pipelines
Any cloud. Your hardware. Our infrastructure.
PULSE runs on any cloud provider, your own dedicated hardware or Maglev’s infrastructure, so you’re never locked in.
Privacy by default.
Your player data lives in your environment and is never accessible to third parties unless you grant it, which matters under GDPR and COPPA.
AI-native, not bolted on.
Connect your own AI subscriptions, work from your desktop IDE, and run backend operations in natural language so more of your team can work safely in the backend.
“Ask yourself: is my studio here to make games, or to spend massive amounts of resources recreating and maintaining every tool needed to make games?”
Switching is the easy part
Hours, not weeks.
The biggest barrier to switching is migration risk. PULSE is built so you never get stranded: choose your modules, let the DevOps Agent deploy and test them, upload your game data and you’re live.
- ~5 minDevOps Agent deploys and tests your modules
- 15 minPrefer manual? The custom SDK integrates in about 15 minutes
- HoursUpload game data, run the onboarding agent, go live. Assets in S3 stay put
Questions studios ask before switching
Can’t I just build my own game backend?
Most studios believe they can, and many do, at a real cost. A production-grade backend needs live ops, analytics, CRM, A/B experimentation, a web shop, push messaging, remote config and AI tooling, each with months of specialist engineering. Add cloud infrastructure, maintenance (typically 40% of build cost every year), team retention and the opportunity cost of pulling engineers off your game, and total cost of ownership usually runs well above what studios first project. The calculator above shows your own number.
Do I have to use all of PULSE, or can I start with what I need?
PULSE is fully modular. At signup you choose the components you need, from a single module up to all-inclusive, and add more as your game grows, including third-party integrations, without rearchitecting anything. There is no monolithic commitment and no big-bang migration.
What’s working on day one?
All control surfaces, infrastructure management and AI agents are live the moment you sign up. After you upload your game data, full analytics (player behaviour, retention, session length, monetisation events) are available immediately. The PULSE DevOps Agent deploys and self-tests your chosen modules in about five minutes, so most studios are ready to operate within a few hours of signup, with no sprint, migration project or infrastructure ticket.
How long does migrating to PULSE take?
Hours, not weeks. Choose your modules at signup and the DevOps Agent deploys and tests them in about five minutes. Upload your game data, run the onboarding agent and you’re live. If you prefer a manual path, the custom SDK takes around 15 minutes to integrate. Custom APIs connect through your git repository and run in Docker containers, and game assets already in S3 stay exactly where they are.
Who is PULSE built for?
Studios of any size, from solo developers to large publishers. The fastest return comes to teams under 25 people who are at least midway through a live service or mobile game that needs multi-user support, player analytics, live ops, CRM or marketing features. If you run Unity Analytics, Clevertap, Firebase or PlayFab today and feel the friction, PULSE was built for you.
How does PULSE compare to Firebase and PlayFab?
Firebase and PlayFab are general-purpose cloud backends that tie you to commodity cloud infrastructure and offer little meaningful AI support. PULSE is AI-native from the ground up, runs on any cloud provider or your own hardware, and keeps your player data in your environment. Its AI agents also let more of your team work confidently in the backend without deep infrastructure expertise.
Who owns my player data on PULSE?
You do. Studio and Enterprise customers get their own dedicated server cluster. Your data lives in your environment and is never accessible to third parties unless you explicitly grant access. Under GDPR and COPPA, that level of ownership is a requirement, not a nice-to-have.
What support do you offer?
Support packages start at $1,500 per month, with SLA tiers from a two-business-day response window up to eight business hours. Coverage scales with your game: a soft-launch indie title has very different needs from a live-service game running weekly events. For scheduled live ops events or production emergencies we can extend availability beyond standard windows, and Enterprise customers can negotiate dedicated support lanes and named contacts.
What happens if Maglev shuts down, or we outgrow PULSE?
PULSE is designed to scale from indie to large publisher, and you can add modules and third-party integrations over time without rearchitecting. On business continuity, Enterprise customers would be offered permanent codebase licenses for their active games in any discontinuation scenario. We are committed to making sure another GameSparks situation never happens to a studio on our platform.
How we calculate it
Every assumption is visible, and the main ones you can change above.
Show the methodology
- Fringe rate. Salaries are multiplied by 1.33 for payroll taxes, health insurance, retirement and equipment.
- Core build. (Engineers × engineer salary + other staff × their salary) × 1.33 × build months ÷ 12.
- Features. Each selected feature adds developer months at one engineer’s monthly loaded cost. Dependencies switch on automatically.
- Documentation. 10% of the initial build. Peer-reviewed research puts documentation at about 11% of software project cost (Garousi et al., 2015).
- Maintenance. 40% of the initial build per year. Common 15–25% benchmarks leave out incident response, dependency updates, security patching and unplanned rework.
- Evolution. 15% of the initial build per year as requirements shift.
- Knowledge retention risk. One engineer’s fully loaded annual salary, applied once. Replacing a specialist backend engineer typically costs 50–200% of salary.
- Cloud. Base monthly spend × a hosting multiplier that rises with each feature × 12 × years.
- Opportunity cost. The team’s loaded annual cost for any years left in the period after the build finishes.
- Legal & compliance. Annual cost × years. SOC 2, GDPR, CCPA and COPPA typically run $30K–$70K a year for studios with backend analytics.
- PULSE. One-off integration + monthly plan × 12 × years + infrastructure (40% of your cloud cost when PULSE-managed) + optional support.
Sources: Garousi et al. (2015), documentation cost · Scytale (2026), SOC 2 cost · GDC (2025), Game Industry Salary Report
Ready to stop building what already exists?
See PULSE running on your game’s data in under 30 minutes.