Gaming Palworld server costs near $500K per month as network engineer is ordered to 'never let the service go down no matter what'

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"Wait, maybe we'll go bankrupt from server fees?" joked the Pocketpair CEO.

Monster-collecting survival game Palworld has amassed an astonishing 19 million players, and that extraordinary success isn't coming cheap for its indie developer: Palworld's projected February server costs are over 70 million yen, according to a post from Pocketpair CEO Takuro Mizobe. That comes to over $475,000 USD.

"Wait, maybe we'll go bankrupt from server fees?" joked Mizobe (machine translated from Japanese).

I wouldn't worry too much. Pocketpair says it's sold about 12 million copies of Palworld on Steam. At $30 each, that puts Palworld's gross revenue at $360 million so far, and that's ignoring its Xbox sales (it's on Game Pass, too).

Steam's revenue cut drops from 30% to 20% after a certain threshold, but for the sake of argument, let's just give Steam a flat 30% cut of that $360 million. That still leaves Pocketpair with $252 million before expenses. $6 million a year in server costs doesn't look quite so untenable next to that number.

 

Blackveiled

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Seems pretty justifiable in server costs. Although not very comparable, I ran a Minecraft server in 2011 with roughly averaging 1K users online at any given point of time. Server costed around $80-100 a month to maintain. 1,000,000 users at a similar price point would be about $100k a month. Of course, server optimization and what not would factor into this. I wouldn't be surprised to expect DLC or Microtransactions to help offset this cost.
 
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