CPU Time
Cumulative CPU usage measured by cpu.stat
Sprites are full Linux computers designed for agents. They're exactly as persistent and disposable as you want them to be, connect securely to external services via Connectors, and have full environment checkpointing and restore. Let's upgrade your agent's accommodations, shall we?
# Install the Sprites CLI
# Log in
# Create a new sprite
# Run a command in it
# Connect to the console
Official plugins for every serious coding agent, plus SDKs and native integrations.
Cumulative CPU usage measured by cpu.stat
Actual memory usage
Storage usage in GB-hours
All resources are billed hourly, based on actual usage.
Estimate your usage4-hour coding session with bursts to 100% of 8 CPUs and 8 GB RAM, averaging 30% of 2 CPUs and 1.5 GB
30 hours of wake time per month (~5 concurrent users avg), averaging 10% of 2 CPUs and 1 GB RAM
CPU, RAM, and hot storage, metered per hour of active use: CPU at $0.07/CPU-hour, RAM at $0.04375/GB-hour, and hot storage at $0.000683/GB-hour (≈ $0.50/GB-month). Nothing is charged per sprite. A sprite that exists but does nothing costs nothing beyond its storage.
Sprites have three states: running (billed), warm (not billed), and cold (not billed). Running → warm happens within seconds of the idle monitor seeing no activity. Warm → cold can take much longer, but that doesn't matter for cost, since warm isn't billed either. So if you're seeing compute charges, your sprites are genuinely active.
Four things reset the idle timer: an in-flight HTTP/API request, output to a session or exec'd process's stdout (redirecting to a file or detaching tmux doesn't count), an open TCP connection, or an active task (sprite-env tasks create, max 1 hour, renewable).
More in the idle-detection docs.
Plans bundle an allowance of CPU-hours, RAM GB-hours, and storage GB, not unlimited usage. Anything above the allowance bills at standard rates on top of the plan fee. Example: Hero ($100/mo) includes 1,200 CPU-hours, 4,800 RAM GB-hours, and 150 GB of storage; a real Hero account that used 1,554 CPU-hours and 28,386 RAM GB-hours in a month had a genuine overage.
Each user can grant one $30 trial credit, and each org can receive at most one. So if you activate a second org yourself, you've already spent your grant and that org gets nothing. An org activated by a user who's never granted one still gets it.
Compare your billable units against each plan's included hours; a bigger plan isn't automatically cheaper. One customer's usage was close to Mythic's 28,000 included RAM GB-hours, but at $2,000/mo the plan cost more than the overage it saved. RAM is almost always the line that dominates, so reducing per-sprite memory usually beats upgrading.
Limits are per-org and scale with the plan. Hero allows 100 concurrently running sprites and 100 warm sprites; cold sprites are unlimited, and higher tiers raise those ceilings. If you hit the ceiling you'll see
max sprites per org exceeded
on provision. That's a limit, not an extra charge; nothing bills for being blocked.
Sprite creation rate is also tiered: 10 sprites/minute on pay-as-you-go, rising with plan tier from 60/minute on Adventurer up to 240/minute on Mythic.
The invoice is authoritative. Bills are only finalised at month end, and we'll reconcile against the underlying billing data and credit any discrepancy before then.
No. Sprites bandwidth isn't metered today. (Any egress lines on your invoice come from Machines, not Sprites.)
No. Credits apply to Sprites usage only. The monthly subscription fee is billed separately and isn't covered.
From Hero upward, yes. Hero, Champion, and Legend include Standard email support; Epic and Mythic include Premium. Pay-as-you-go and the plans below Hero (Adventurer, Veteran) have community support. You don't need to buy a separate support subscription on top. If you're paying for both, tell us and we'll sort it out.
$30 in trial credits
Create, like, 500 Sprites free.