Pricing
The engine is MIT and free, forever. What can cost money is the map data behind it — and there you pay as you go, for the servers and nothing else.
The tile server this site runs. No key, no account, no sign-up — it is what the engine uses out of the box.
- Shared with everyone else
- Rate-limited, best effort
- Fine for prototypes, demos and small apps
Your own capacity instead of a share of the public one. Sized for a real app that is not enormous yet.
- 15 req/s sustained, no monthly request cap
- Vector tiles for the whole planet, OpenMapTiles schema
- Data refreshed as new planet builds land
- Your own endpoint, so the public one's load never reaches you
The same thing with room to breathe — for when the map is in front of a lot of people at once.
- 50 req/s sustained, no monthly request cap
- Everything in Dedicated
- Move up or down as your traffic changes
Higher throughput, more than one region, your own tile schema, or an offline/on-prem build.
- Priced per case, on the same basis
- Tell me the traffic shape and where your users are
What you are paying for
Servers, bandwidth and the storage the planet takes up — about 100 GB of vector tiles, kept current. That is the whole cost base, and the price follows it.
What you are not paying for
No per-seat and no per-user fees. No charge for the SDK, the source or the updates. The map data is OpenStreetMap via OpenFreeMap, which is open — nobody licences it to you.
The honest part
These numbers are a starting point, not a quote: the real figure depends on how much traffic you actually push and where from. Today this is one operator on one server, so there is no contractual uptime to promise — if that matters to you, say so and we will work out what it takes.
Getting in touch
There is no sales form and no email funnel. Everything happens in the open on GitHub, so the answers are useful to the next person asking:
A discussion is the better place for “what would this cost for us?”. An issue is the better place for something concrete or broken.