This version takes effect on 1 November 2026. It is published now so you can review it before it applies. Until that date, the version dated 30 April 2025 remains in force.

Effective date: 1 November 2026 · Version 2

This Policy sets out how the LootLocker platform may be used and the limits that apply. It forms part of our Terms of Service, and terms defined there have the same meaning here.

1. What the Service is for

LootLocker is for building, operating and managing video games, and the player-facing services that go with them — including publisher and player account portals, playtesting sites, community integrations and newsletter capture used in connection with a game or catalogue.

It is not a general-purpose backend. Using the Service for applications unrelated to games is not permitted.

Your use of the Service must not:

  • interfere with the normal operation, security or integrity of the Service;
  • place a burden on the Service that degrades it for other customers; or
  • infringe applicable law or the rights of others.

2. Technical limits

The Service applies rate limits and size limits to keep it stable for everyone.

These limits vary by endpoint and by feature, and we tune them as the platform develops, so we do not publish a single figure. The limits that apply to your game, and your current usage against them, are shown in the LootLocker console. Where a feature has a file size or payload limit, it is shown at the point you use that feature.

When a limit is reached, the API responds with an error rather than dropping your data. Your existing data is not affected.

If you are planning something unusual — a launch spike, a large migration, a bulk import — talk to us first and we will tell you what the Service will take. See section 6.

We will give at least thirty (30) days' notice before reducing a published limit, except where a change is needed urgently for security or stability.

3. Plans and allowances

PlanMonthly Active UsersPlatformsNotes
Personal10,000 — a hard limitNon-console onlyFree. Eligibility in section 4.
Pro10,000 included, then charged per additional Monthly Active User at the rate published at lootlocker.com/pricingNon-console and consoleUSD 500 per month, or annual billing at the published discount.
PublisherAs stated in your Order TermsNon-console and consoleNegotiated plans, volume pricing, and any service levels agreed in your Order Terms.

Your current usage against your plan's allowance is shown in the LootLocker console.

There is no per-game storage quota.

How the Personal limit behaves. The Personal allowance is a cap rather than a billing threshold. When your game reaches 10,000 Monthly Active Users in a calendar month, existing players continue to play normally and new players are unable to connect until the next calendar month begins. No data is deleted and nothing is charged. If your game is regularly reaching the cap, move to Pro.

How the Pro allowance behaves. The Pro allowance is a billing threshold rather than a cap. Usage above 10,000 Monthly Active Users is charged at the published rate and invoiced monthly in arrears. Your players are not blocked.

What counts as a Monthly Active User. A unique player who makes at least one API call to the Service within a calendar month. A player who plays every day in that month counts once.

Exceeding a Pro allowance is not a breach of this Policy. It is a billing matter, handled under the Terms of Service.

4. Personal plan eligibility

The Personal plan is for hobbyists, students and small teams. You qualify while your organisation's combined revenue and funding over the trailing twelve (12) months is under USD 100,000.

That single figure is deliberate. It counts everything: game revenue, ad revenue, crowdfunding, grants, publisher advances, and investment. It is measured at the level of your organisation rather than per project, so a studio cannot split itself across accounts or projects to stay under it.

You may monetise a game on the Personal plan. The threshold is about the size of your business, not whether you charge for your game — a paid indie title under the threshold qualifies.

Eligibility is self-certified. You confirm at signup that you meet the threshold. We do not ask for documentation. We may ask you to re-confirm, and being asked is not an accusation — it is how we keep the plan available to the people it is meant for.

Crossing the threshold is never retroactive. When your organisation passes USD 100,000, you move to Pro going forward. We will not invoice you for past use of the Personal plan. Tell us when you cross it, and we will give you a reasonable period to move.

4A. The Pro trial

The Pro plan is available with a thirty (30) day trial. A payment card is required at signup and the first charge is made automatically at the end of the trial period unless you cancel before it ends. The trial gives full access to Pro, including console platform integrations.

If you cancel during or after the trial, your game stays active in LootLocker and your players are unaffected. Access to the web console is paused. You can restart on Pro at any time, and your data is retained in accordance with the Terms of Service and our Data Processing Agreement.

5. Prohibited behaviour

You must not:

  • run automated load or stress tests without arranging it with us first — see section 6;
  • attempt to gain unauthorised access to the Service, other customers' data, or players' data;
  • reverse engineer the Service, except as permitted by section 6 or by applicable law;
  • upload or distribute malware, or content that is illegal;
  • circumvent plan allowances or technical limits, including by splitting a single game or studio across multiple accounts or projects; or
  • scrape or extract data belonging to other customers.

You are also responsible for content your players submit through the Service. Rules for player-facing content are set out in the Terms of Service.

6. Load testing and security research

Load testing. Testing at scale before a launch is legitimate and we would rather help than find out afterwards. Email support@lootlocker.com at least five (5) business days before you intend to test, telling us the game, the window and the expected volume.

Security research. Testing carried out in accordance with our responsible disclosure programme is not a breach of section 5, and the safe-harbour commitment in that programme applies. Report issues as described there.

7. How we enforce this Policy

We escalate. We do not go from a first problem to termination.

  1. We contact you at your account's registered address, describing the issue and what needs to change, and give you fourteen (14) days to resolve it or agree a plan.
  2. We throttle. Where the issue is load, we may rate-limit the affected game. Requests are throttled and return an error rather than being silently dropped, and no data is deleted.
  3. We pause console access. Your game keeps running and your players are unaffected.
  4. We suspend API access. Only after the steps above, and only where the issue is unresolved.
  5. We terminate, in accordance with the Terms of Service.

We may act immediately, without the steps above, where there is a security emergency, where the law requires it, or where continued use would cause material harm to the Service or to other customers. If we do, we will tell you why as soon as we reasonably can.

Throughout any of this, your Customer Data is preserved and remains exportable. We will not delete player data as an enforcement measure.

8. Changes to this Policy

We will publish any change on this page and update the version number. If a change materially reduces what your plan permits, we will give account owners at least thirty (30) days' notice by email before it takes effect.

9. Contact

LootLocker AB, Kaptensvägen 13B, 132 46 Saltsjö-boo, Sweden · hello@lootlocker.com