For products that serve these assets to their own users: game platforms, world builders, agents that hand somebody a scene. Every other plan here licenses you to use the catalogue. This one licenses you to serve it.
Pick the assets you want live. Serve them to as many users as your tier covers. Everything your users build with them stays theirs permanently, including after our agreement ends.
Every tier ships the GLB and the ES module for each asset, its remix knobs, server-side remix baking, and updates to the assets you hold. More than 2,000 slots, or the whole catalogue with nothing to count at all, is a custom agreement.
Take the 666 published assets one at a time and build the exact set your product needs: forty vehicles, or every animal, or the props your users keep asking for. One asset, one slot.
A kit is a designed range, not a folder: one palette, one grid module, one style contract, so the parts look like a single world. The 12 kits built so far run from 25 to 61 parts, about 49 typically. Each part takes one slot, so a 250-slot tier is roughly 5 kits.
Mix them however you like, and swap what is not working: your monthly swaps free a slot and fill it with something else, with 30 days to take the released asset off your platform. New assets land at roughly 186 a week and can fill a free slot or a swap at any time.
We count what we deliver. A slot fills when an asset reaches your account or key, and that log is the whole meter: no request billing, no attestation, no auditor, no phone-home in the files. The user band on each tier is a size we agree at the start and revisit at renewal, not a number anyone has to prove.
One asset you are licensed to serve. A slot is filled the moment we deliver that asset to your account or API key, and our delivery log is the record of what you hold. Nothing to report, no usage audit, and no metering code anywhere in your product.
Yes, and most platforms should. A kit is a designed range that shares a palette, a grid module and a style contract, so 49 parts taken together look like one world rather than like 49 purchases. Kits here run from 25 to 61 parts, and each part it contains takes one slot. Mix the two freely: two kits and forty cherry-picked props is a perfectly normal shape.
Anything they build on your platform with a licensed asset carries the standard Polyfork licence: commercial use, any number of projects, no attribution, no expiry. That licence is theirs directly and it survives the end of this agreement, so a game shipped on your platform never becomes unlicensed because our contract lapsed.
Yes. Cache them, put them on your own CDN, bundle them into your build. We meter on delivery rather than on requests, so serving them from your own edge costs you nothing extra and needs no permission. Mirroring assets that are not in your slots is the line.
No, and this is the one clause with no version of it we will sell. The assets, their source, renders, briefs and metadata are not training, fine-tuning, evaluation or benchmark data, and not raw material for a generator that produces 3D output. Generating variants by calling an asset's published knobs is a different thing entirely and is exactly what they are for.
The Founders Club is permanent access for your own team's work, which is the right way to prototype and to decide what to slot. It is a per-seat licence, so it does not cover serving the assets to other people, the same way it works at every asset library. Your founding payment comes off your first platform invoice.
You stop serving the assets within 30 days, and everything your users already built stays licensed to them permanently. Terms are monthly or annual, cancellable at the period end, with 30 days to fix anything either side gets wrong.
How many assets you want live, and roughly how many users you serve. We will confirm the tier and start on the integration in the same week.
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