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Game Development · head to head

Photon Engine vs Stencyl

Photon Engine logo

Photon Engine

Game Development

Hosted multiplayer networking billed by concurrent users, not by seat or by player

From
Free
Rated
-
Stencyl logo

Stencyl

Game Development

Create games with visual programming

From
Free
Rated
-

The short version

  • Each has a real cost: Photon Engine billing follows peak concurrent users, so a single stream or a launch weekend raises the bill immediately, and studios that cannot forecast concurrency cannot forecast the cost of their own launch.; Stencyl the free Starter tier can publish to the web only
  • They diverge on capability: Photon Engine covers Concurrent user billing, Stencyl covers Visual block programming.
  • Prices and features above were last checked on 30 August 2026.

Where they differ

Only the attributes on which Photon Engine and Stencyl actually diverge.

Attributes where Photon Engine and Stencyl differ
AttributePhoton EngineStencyl
Pricing modelPer month by peak concurrent userssubscription
PlatformsWindows, macOS, Linux, iOS, Android, Web, ConsoleWindows, Macos, Linux, Ios, Android, Flash
FoundedUnknown2011

Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated), category (Game Development).

What each one covers

Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.

Only in Photon Engine

  • Concurrent user billing
  • Photon Fusion
  • Photon Quantum
  • Photon Voice and Chat
  • Global relay
  • Matchmaking and rooms

Only in Stencyl

  • Visual block programming
  • Drag-and-drop interface
  • Physics engine
  • Sprite animation
  • Sound and music
  • Tilemap editor
  • Actor system
  • Haxe support

What people use each for

The jobs each tool is most often brought in to do.

Photon Engine

  • Adding multiplayer to a Unity game without hiring a network engineernot Stencyl
  • Competitive titles needing deterministic rollback rather than state synchronisationnot Stencyl
  • Games with a large but thinly spread player base, where concurrency stays low and per player pricing would cost morenot Stencyl
  • Training and simulation projects that need shared real-time state outside gamesnot Stencyl

Stencyl

  • Game development for independent creatorsnot Photon Engine
  • Cross-platform game publishing (iOS, Android, Web, Desktop)not Photon Engine
  • Indie game studio platformnot Photon Engine

Where each one falls short

Documented limitations, not opinions. Every one is a constraint you would hit in normal use.

Photon Engine

  • Billing follows peak concurrent users, so a single stream or a launch weekend raises the bill immediately, and studios that cannot forecast concurrency cannot forecast the cost of their own launch.
  • Exceeding the band does not degrade gracefully; additional players are refused connections until concurrency falls or the plan is upgraded, which is a visible outage to your players at the worst possible moment.
  • PUN, the product most tutorials and courses still teach, is legacy, so a large share of the learning material available online points new projects at the wrong SDK.
  • Self-hosting is an enterprise arrangement rather than a purchasable licence, so a studio that wants its servers on its own infrastructure for cost or compliance reasons cannot simply buy that.
  • It is a networking layer only; accounts, persistence, leaderboards, inventories and anti-cheat all come from other services, so the multiplayer stack ends up as several vendors rather than one.

Stencyl

  • The free Starter tier can publish to the web only
  • Desktop publishing requires the Indie plan at $99 a year
  • iOS and Android publishing require the Studio plan at $199 a year
  • Licences are annual, so continuing to publish means continuing to pay

Pricing, plan by plan

Photon Engine

Free
  • FreeFree
    • A small concurrent user allowance for development and early testing
    • All regions available
    • No time limit on the free tier
  • Entry band$9/month
    • Around one hundred concurrent users
    • Full SDK access
    • Regional server selection
  • Higher bands$undefined/month
    • Sold in steps up to tens of thousands of concurrent users
    • Price rises with each band rather than with total players
    • Enterprise and self-hosted arrangements handled directly by Exit Games

Stencyl

Free
  • Starter (Free)Free
    • Publish to Web only
    • Includes Stencyl branding splash screen
  • Indie$99/year
    • Publish to Web and Desktop (Windows, Mac, Linux)
    • Early access to latest releases
    • No watermarks or forced Stencyl branding
  • Studio (Most Popular)$199/year
    • Publish to iOS, Android, Web and Desktop
    • Early access to latest releases
    • No watermarks or forced Stencyl branding

Which should you pick?

Choose Photon Engine if

  • You need concurrent user billing.
  • You want to start without paying.
  • You work on Windows, macOS, Linux, iOS, Android, Web, Console.
  • You also want photon fusion.

Choose Stencyl if

  • You need visual block programming.
  • You want to start without paying.
  • You work on Windows, Macos, Linux, Ios, Android, Flash.
  • You also want drag-and-drop interface.

Questions people ask

Is Photon Engine or Stencyl better?
Neither clearly leads. Photon Engine starts at Free and Stencyl at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
Which is cheaper, Photon Engine or Stencyl?
Photon Engine starts at Free and Stencyl at Free.
Does Photon Engine or Stencyl run on more platforms?
Photon Engine runs on Windows, macOS, Linux, iOS, Android, Web, Console. Stencyl runs on Windows, Macos, Linux, Ios, Android, Flash.
Can I use Photon Engine for free?
Both have a free tier, so you can try either at no cost before committing.
What is Photon Engine best used for?
Photon Engine is most often used for adding multiplayer to a unity game without hiring a network engineer, competitive titles needing deterministic rollback rather than state synchronisation, games with a large but thinly spread player base, where concurrency stays low and per player pricing would cost more, training and simulation projects that need shared real-time state outside games. Of those, adding multiplayer to a unity game without hiring a network engineer and competitive titles needing deterministic rollback rather than state synchronisation are not what Stencyl is typically brought in for.
What can Photon Engine do that Stencyl cannot?
Photon Engine covers Concurrent user billing, Photon Fusion, Photon Quantum, Photon Voice and Chat. Stencyl covers Visual block programming, Drag-and-drop interface, Physics engine, Sprite animation.

Answered from the vendors’ own pages

Photon Engine: What exactly is a concurrent user?

A player connected to Photon at that moment. Your plan is sized by the peak of that number, not by downloads, registered accounts or monthly actives.

Stencyl: How much does Stencyl cost?

Stencyl offers a free Starter plan, Indie at $99/year, and Studio at $199/year. All platforms include annual subscriptions with no royalties or per-game fees.

Source
Photon Engine: Which product should a new project use?

Fusion for most real-time games, Quantum where determinism matters such as fighting and competitive titles. PUN is legacy and should not start a new project despite the volume of tutorials.

Stencyl: What platforms can I publish to with each Stencyl plan?

Starter publishes to Web only. Indie adds Desktop (Windows, Mac, Linux). Studio includes all Indie platforms plus iOS and Android mobile.

Source
Photon Engine: Does it work outside Unity?

Unity is the first-class target. Unreal and other engines are supported through Realtime SDKs with less coverage and slower feature parity.

Stencyl: Does Stencyl offer a money-back guarantee?

Yes, both Indie and Studio plans include a 30-day money-back guarantee from the date of purchase, provided you have not published any games.

Source
Stencyl: Can I use Stencyl after my subscription expires?

Yes, your games will continue to work after your subscription expires. However, you cannot publish new games or updates without an active subscription.

Source
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