Your next build starts free.

Build and inspect on your own machine. Add sharing, a dedicated build computer, or studio controls when you need them.

Commercial use in every planNo revenue limitSee a real build first
Billing period

USD before tax · Yearly prices shown as monthly equivalents

Free

For your own local builds

$0per month

Free for commercial games

Your game can earn revenue on Free.Create free account

Make and ship commercial games on your own.

  • Local builds and a durable queue
  • Raw logs and verified artifacts
  • Steam and itch.io release workflows
See the Free workflow

Indie

For sharing with testers

$3per month

$36 billed yearly

Save 25% with yearly billingChoose Indie

Share a verified build with your testers and teammates.

  • Everything in Free
  • Signed artifact handoffs
  • Discord delivery notifications
See the Indie workflow

Pro

For dedicated build computers

$8per month

$96 billed yearly

Save 33% with yearly billingChoose Pro

Build on a dedicated computer and keep your own machine free.

  • Everything in Indie
  • Managed runners on your computers
  • 14-day trial
See the Pro workflow

Teams

For coordinated studio releases

$8per person / month

$96 billed yearly per person

Save 33% with yearly billingChoose Teams

Give the people shipping your game clear roles and approvals.

  • Everything in Pro
  • Roles and release approvals
  • Single sign-on and audit retention
  • 14-day trial
See the Teams workflow

Which step is next for your game?

Start with the capability you need today. Every upgrade keeps the local build foundation.

Free includes the local build foundation.

Compare Free

A team price you can calculate.

A seat is a person, including the owner. Each active member can use two computers.

1–100 people
$480per year for 5 people

Every capability, side by side.

Compare the work each plan unlocks. Engine licenses, compatible tools and publisher approval are still required.

Swipe or scroll to compare all plans

Capabilities included in each frameDock plan
CapabilityFreeIndieProTeams
Your local build
Commercial games, without a revenue limitIncludedIncludedIncludedIncluded
Local projects and authorized GitHub repositoriesIncludedIncludedIncludedIncluded
Engine detection and Windows setup checksIncludedIncludedIncludedIncluded
Build queue, cancellation and restart recoveryIncludedIncludedIncludedIncluded
Original engine logsIncludedIncludedIncludedIncluded
ZIP artifacts and SHA-256 file manifestsIncludedIncludedIncludedIncluded
Share and prepare
Steam and itch.io release workflowsIncludedIncludedIncludedIncluded
Signed artifact handoffsNot includedIncludedIncludedIncluded
Discord delivery notificationsNot includedIncludedIncludedIncluded
Your build machines
Managed runners on computers you controlNot includedNot includedIncludedIncluded
Your studio
Roles and release approvalsNot includedNot includedNot includedIncluded
Single sign-onNot includedNot includedNot includedIncluded
Audit retentionNot includedNot includedNot includedIncluded

A plan grants access to a capability. Live provider uploads remain unverified; a prepared destination is separate from a live store release.

Before you choose.

Clear answers about Free, build machines and the published launch offer.

The product

Can I sell a game with Free?

Yes. Every plan supports commercial games, with no revenue limit. Local builds, logs, artifact integrity and Steam/itch.io release workflows remain in Free.

Do I need a CI pipeline or a cloud build server?

No CI pipeline is required for a local build. frameDock runs on your Windows computer and uses the matching editor and tools. Pro adds runners on computers you control; it is not a hosted cloud-build subscription.

When should I move beyond Free?

Choose Indie for signed handoffs and Discord delivery notifications, Pro for managed build computers, and Teams for roles, release approvals, single sign-on and audit retention. Commercial success does not force an upgrade.

Does my source project move into frameDock?

Your source stays in its original location. A build runs in its own isolated workspace. Project files, raw logs and credentials are not uploaded to the frameDock account service.

Which engines and Windows targets are supported?

The pilot has Godot Windows examples, experimental builds using the official Unity CLI beta, and beta Unreal packaging. Matching editor versions, modules, licenses and toolchains are required. Read the compatibility guide.

Plans and billing

Are paid plans available now?

Paid sales remain closed until the launch gates pass. The amounts shown are approved launch prices, not an active purchase offer. Read the current release status.

What does the annual perpetual license cover?

After an annual term ends, its paid capabilities continue on versions released on or before that term's maintenance cutoff. Newer versions require renewal. A full refund revokes the associated grant. Production certificate enforcement retains its release verification gate.

What happens after a failed payment or cancellation?

Failed recurring payments have a seven-day grace period. Scheduled cancellation keeps access through the paid term. Monthly access then returns to Free; annual access retains its covered-version perpetual grant.

Can I change the number of people on Teams?

Yes. Removing a member frees a person seat; signing out a computer does not. If purchased capacity is reduced, the owner and longest-standing members stay active, and excess members are suspended. Restoration is explicit when seats become available.

Can I try Pro or Teams?

Both have a 14-day trial, once per verified email address. A trial has no perpetual grant. The signup and trial service must be open before you can start one.

Start with Free. Make your next build.

Create your account and get the Windows app after email verification. Upgrade when your workflow needs more.

Create free accountDownload for Windows

Payment and tax processing will be handled by Paddle. Read the draft terms and refund policy.