Billing & Credits
LoreMind uses a credit system. Buy credits upfront, they’re deducted as you use the service.
How Credits Work
Credits are deducted for:
- NPC Interactions - When NPCs respond to players
- Lore Document Processing - When you upload lore documents
- Entity Mind Generation - When you create AI-assisted personalities
- Memory Operations - When NPCs retrieve/store long-term memories
What Affects Cost
For NPC Interactions:
- Player input length and complexity
- Lore context retrieved (TopK setting)
- Response length (Verbosity setting)
- Conversation history length
- Memory retrieval/storage
For Lore Documents:
- Document length
- Number of chunks created
Cost Estimates
LoreMind provides estimates before operations:
- Dry Run Mode - Get cost estimate without generating response
- Rolling Average - Estimates based on your actual usage
- Dashboard Estimates - See costs before uploading/generating
Credit Packages
Credit packages are available in the Billing section of your dashboard. New accounts receive starter credits to test with.
Buying Credits
- Go to Billing at loremind.peekgames.dev
- Select a package
- Click Purchase
- Complete checkout (Stripe)
Credits are added immediately and never expire.
Auto-Reload
Never run out unexpectedly:
- Go to Billing > Auto-Reload Settings
- Enable auto-reload
- Set threshold (when to reload)
- Select which package to buy
- Set monthly spending cap (recommended)
How it works:
- Credits drop below threshold → package purchased automatically
- Email confirmation sent
- Monthly cap prevents unexpected bills
Monitoring Usage
Dashboard
Credit balance always visible in header.
Usage Analytics
- Go to Billing > Usage
- Select date range
- See breakdowns by operation type
Per-NPC Analytics
See which Entity Minds consume the most:
- Go to Entity Minds
- View usage statistics per NPC
- Click for detailed breakdown
In Your Game
Each response includes cost info:
npc.OnResponseWithMetadata.AddListener(response =>
{
Debug.Log($"Credits used: {response.metadata.creditsUsed}");
Debug.Log($"Remaining: {response.metadata.creditsRemaining}");
var breakdown = response.metadata.costBreakdown;
Debug.Log($"LLM: {breakdown.llm}");
Debug.Log($"Lore search: {breakdown.loreSearch}");
Debug.Log($"Memory: {breakdown.memory?.total ?? 0}");
});Reducing Costs
Response Settings
- Lower TopK - Fewer lore chunks = lower cost
- Shorter Verbosity - Terse responses use fewer tokens
- Clear Conversation History - Long conversations increase context
Memory Usage
Only enable memory for NPCs where persistence matters.
Monitor and Optimize
Use dashboard analytics to identify:
- Which NPCs cost the most
- Which operations are expensive
- Where to optimize settings
Alerts
Low Balance Warnings
Dashboard warns when credits are low. Configure thresholds in Settings > Notifications.
Email Notifications
You’ll receive emails for:
- Successful purchases
- Auto-reload triggers
- Balance critically low
Troubleshooting
”Insufficient credits”
Credits ran out. Purchase more or enable auto-reload.
Auto-reload not working
Check:
- Auto-reload enabled?
- Payment method valid?
- Hit monthly spending cap?
Costs higher than expected
Review configuration:
- TopK higher than needed?
- Verbose when Balanced would suffice?
- Conversation history being cleared?
- Memory enabled for NPCs that don’t need it?
FAQ
Do credits expire?
No. Credits never expire.
Can I get a refund?
Contact support for refund requests.
What happens at zero credits?
Operations fail with “Insufficient credits” error. Handle this gracefully in your game.
How do I estimate costs?
Use dry run to estimate individual operations, then multiply by expected usage. After history builds up, dashboard shows actual averages.
Next Steps
- Entity Minds - Optimize NPC costs
- Long-Term Memory - Memory cost impact
- Unity SDK - Cost monitoring in code