Choose your level
Whether you're just starting out or diving deep into game development, we've got you covered. Our free plan is here to stay – forever. Or at least until hell freezes over. And when you're ready to level up, our Advanced and Pro versions with even more possibilities are waiting for you.Want to learn more? Check out our roadmap and Refund Policy for details.
Which plan suits you best?
Our overview will help you decide.FAQs
Can I use Lemonate for free?
Yes, Lemonate will always be free to use by everyone. No payment necessary. We will add paid plans at a later time for people who need more storage or advanced features. However, the basic features will always remain free.
Can I export my game?
You want to publish your games on other platforms or take them with you as a backup? No problem. Web exports are already available and we will add exporting games to desktop and mobile later this year.
Can I sell my games and assets?
For all those who want to earn money with their creations, we are working on monetizing assets and games for a fair fee. The release date for this feature is yet to be defined.
Why everything in the browser? What about performance?
Having everything in your browser allows you to use all of our exciting features such as remixing, instant publishing, real-time collaboration, and asset sharing. Easily, without any additional downloads, from nearly anywhere and on any device. We ensure the best possible performance by writing certain parts of the engine in C/C++ and compiling to WASM – so that everything runs flawlessly.
When somebody remixes my game, will I get credits?
Each remix of a game will be traceable. The "family tree" of each game can be viewed, so it won’t be possible to deny the lineage and contributors of a game. If you don't want your game to be remixed by anyone, you can disable the remix feature. However, we would not recommend this because it will be very exciting to see what other people can come up with based on your work.
Why Lua? Since it's running in the browser, isn't JavaScript the logical choice?
That was a difficult decision. But we wanted to sandbox the user's code as tightly and securely as possible so that no script could manipulate the website, access credentials or do other malicious stuff. We also wanted to provide a debugger directly in the editor so that users wouldn't have to dig through the code with the browser debugger, which is not very user-friendly. So we embedded a scripting system in a WASM module and chose Lua due to its small footprint, good performance, and popularity in the gaming industry.