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AI credits — what they are and what they cost

Every AI Game Master turn spends credits. Your plan includes some each month, and you can buy more.

EveryoneUpdated August 18, 2026

The AI Game Master costs real money to run, so it is metered in credits. Every plan includes credits each month; if your table plays more than that, you can buy a top-up.

The AI credits page showing the current balance, this month's allowance, and top-up packs.
Your balance, what your plan includes, and what a top-up costs.

What's included each month

PlanCredits per monthModels you can run
Apprentice (free)10Standard
Adept100Standard
Archmage250Standard and premium

Your allowance arrives at the start of each billing period. It does not roll over — credits you bought do.

What a turn costs

  • Standard — 1 credit a turn. Fast, and good for most play.
  • Premium — 4 credits a turn. Noticeably better at holding a long story together and at reacting to something you did twenty sessions ago. Archmage only.

The GM chooses the model per campaign, and the credits come out of the GM's balance — not each player's. Your players never need credits of their own.

Credits are for the AI GM

Other AI touches — a character portrait, a guild crest, a recap draft — have their own limits and do not spend credits.

Buying more

Top-ups live at AI credits. Every pack is the same rate — 350 credits for $5, and proportionally up to 7,000 for $100 — so a bigger pack is convenience, not a discount. Archmage members get 10% more credits on every pack.

Purchased credits never expire and are spent only after your monthly allowance is used up.

Credits are not how we make money

The AI GM is priced to roughly cover what it costs us to run, plus a small margin for when model prices move. We would rather you play than buy credits — the subscription is the business.

Free credits

  • Invite a friend. When someone you invited joins and actually plays, you both get credits — see invites and referrals.
  • Upgrade. Moving up a plan raises your monthly allowance from the next period.

Running out mid-session

The GM sees the balance in the campaign before it becomes a problem, and the turn that would take you under zero is refused rather than half-run. Nothing is lost: buy a pack and carry on from the same point, or switch the campaign to the standard model, which stretches the same credits four times as far.

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