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Introduction

Plans and credits

How credits work, what each agent turn costs, and how to top up.

umicat is pay-as-you-go on prepaid credits. There is no monthly subscription. You buy a credit pack once, spend the balance over time, top up when you want to.

What a credit pays for

A turn is one full round-trip: your prompt → agent's actions → done. Turns include any tool use the agent runs — running builds, generating images, reading files, writing files, searching the asset library.

Cost per turn varies by:

  • Length — short refinement turns are cheaper than initial-build turns.
  • Tool use — turns that generate an AI image cost more than turns that just edit code.
  • Iteration count — a turn that asks the agent two clarifying questions and runs three builds costs more than a one-shot turn.

A rough rule of thumb at typical settings:

Turn shapeApprox. credit cost
Tiny refinement ("make the wizard faster")1–3
New-feature turn ("add coins with sound")5–15
Initial-build turn (creating the game from scratch)20–80
Turn that generates 1 AI image+ 3–8
Turn that does heavy refactoring30–100

This is intentionally vague — real cost is metered against the underlying AI provider's token usage. You'll see exact deductions in Settings → Credit Usage.

What else spends credits

An agent turn is the common case, but not the only one:

SpendWho pays
Agent turnsYou
Generating an image, sprite, tileset, animation, sound or musicYou
Generating a store coverYou
Extra asset storage (see below)You
An AI character or opponent while your game is playedThe player

That last row is the important one. Runtime AI is billed to the signed-in player, not to you — it shows on their ledger as AI Play, attributed to your game. See Living NPCs.

Storage

Separate from credits, but paid with them.

  • 1 GB per account, free. Your uploads and everything you generate count toward it; packs you take from the Asset Store do not, because they're referenced rather than copied.
  • 50 MB per game, which bounds any single project.

If you need more, you can buy permanent capacity with credits — +2 GB for 500 credits or +10 GB for 1200. It's a one-time purchase, not a subscription: storage doesn't cost us monthly the way generation does.

Reading your balance

Top of every page (or via your avatar dropdown), open Settings → Credit Usage. You'll see:

  • Balance — credits remaining.
  • Total purchased — lifetime credits you've bought.
  • Total spent — lifetime credits used.
  • 30-day chart — credits spent per day for the last month.
  • Deductions table — every turn, on every project, with date, game, cost, and resulting balance.

The chat panel also surfaces a Credits running low strip inside the input box when your balance dips under 50. Click Buy credits in the strip (or in the modal) to top up.

Buying credits

Four packages are available; the best-value pack is highlighted. Click a pack and you're redirected to Stripe Checkout — pay with card or Apple/Google Pay. After payment Stripe redirects you back and your balance refreshes within ~5 seconds.

Receipts: every purchase is also recorded under Settings → Billing with a "Download" link to Stripe's hosted receipt.

Negative balances

If a turn runs over your balance — for example you had 5 credits left and a turn cost 12 — the turn still completes. Your balance goes negative and the difference is netted against your next purchase. There is no overdraft fee.

A negative balance shows an amber You owe N credits note under the balance number, and the deductions ledger reflects real (possibly negative) balanceAfter values.

Refunds

If something looks wrong — agent crashed mid-turn, build never completed, charge that doesn't match the work — file a support ticket from Settings → Help & Support. We process refunds case by case, usually same-day.

Free tier

New accounts get a starter balance of 200 credits — enough to build and publish a small first game. No payment method required to start.

Next steps

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