Pay for what
you render.
No subscription. No seats. No minimum commitment. You buy credits, and a credit is spent only when a shot is actually made. Pick a cheaper model and the same money goes further — that is the whole pricing model.
Top up when you want to.
Same product whichever you pick. A bigger pack is simply more credits — there is no tier, no feature you unlock, and nothing expires on a schedule.
Prefer a different number? Any amount from $10 to $10,000 works.
Counts are a maximum, at our cheapest model and settings — 14 a clip and 5
an image.
Better models and longer clips cost more; the table below has every price.
What a shot actually costs.
A credit buys the same amount of compute wherever you spend it. What a shot costs depends on the model and the settings you choose — never on which pack the credits came from. What the packs change is how many credits your dollar buys, and the cards above show exactly that. Every model we route to is below: what the family can do at its best, and what it costs at its cheapest.
Video
| Model | Maker | Family maximums | From |
|---|---|---|---|
| FLUX 3 Video | Black Forest Labs | 1080p · 20s | 42 |
| Kling 3.0 | Kuaishou | 4K · 15s | 35 |
| Seedance 2.5 | ByteDance | 4K · 30s | 32 |
| Veo 3.1 | 4K · 8s | 28 | |
| Wan 3.0 | Alibaba | 1080p · 30s | 14 |
Image
| Model | Maker | Family maximums | From |
|---|---|---|---|
| FLUX.2 | Black Forest Labs | 2048px | 19 |
| GPT Image 2 | OpenAI | 3840px | 11 |
| Nano Banana 2 | 4K | 7 | |
| Seedream 5.0 | ByteDance | 4096px | 5 |
Editing an existing clip bills the source as well as the result, so a video-to-video edit costs more than a fresh generation of the same length — on some models close to double, on others a little over. A dash means we do not publish a price for that family yet, not that it is free. Directing the agent costs credits too — each turn is billed on the tokens it uses, typically a small fraction of a single shot. Prices in USD.
How credits work.
One balance per team, shared by everyone in it. Team admins and billing owners are the ones who can buy.
Starting a shot reserves an estimate. When it finishes you are charged the real cost and the difference goes straight back.
If a job fails before it reaches the model, or you cancel it, nothing is charged. If the model ran and the result was poor, it is billed — the compute happened.
A shot you start yourself is refused before anything runs, so you are charged nothing and lose nothing. An agent run does better: it stops and asks you to top up, then carries on from where it paused. Work an agent has already spawned in the background stops and reports back instead.
Credits are not a monthly allowance. What you bought stays bought.
The price you see at checkout is the amount charged.
Questions.
Why credits instead of a subscription?+
Because the cost of a shot is not the same on every model, and a flat monthly fee would have to hide that. Credits let you see the trade-off and make it yourself: run a draft on a cheap model, spend real money only on the take you keep.
Do I need a card to try it?+
No card is needed to create an account and look around. You buy credits when you want to render something.
What happens when I run out mid-project?+
Nothing is lost and nothing is charged for a shot that did not run. A generation you start by hand is simply declined until you top up. If an agent is working through a shot list, it does better: it stops, asks for credits, and resumes on its own once they arrive.
Can I buy for my whole team?+
Credits are held by the team, not the person, so one purchase covers everyone in it. Buying is restricted to team admins and billing owners.
Do you offer invoicing or volume pricing?+
Yes, but not self-serve — it is a conversation rather than a checkout. Use the Enterprise card above and we will sort something out.
Make something
before you pay for it.
Creating an account is free. You pay when you render.
Create an account