Patch pricing: Hobby, Startup and Enterprise plans
Updated · plan limits match the billing docs.
Short answer: Patch has three plans: Hobby is free for up to 100 devices, Startup is $59 per month for up to 10,000 devices, and Enterprise is priced per agreement with an unlimited device fleet. Every plan includes unlimited apps, unlimited 100% production releases, instant rollback, usage analytics, the CLI and CI/CD. The paid plans add team scale — multiple workspace members, staged and A/B rollouts, release channels beyond production, and, on Enterprise, the audit log and activity feed.
What is in each plan?
| Hobby | Startup | Enterprise | |
|---|---|---|---|
| Price | Free | $59 / month | Per agreement — contact sales |
| Distinct devices served | Up to 100 | Up to 10,000 | Unlimited |
| Apps | Unlimited | Unlimited | Unlimited |
| OTA releases at 100% production | Unlimited | Unlimited | Unlimited |
| Instant rollback | Yes | Yes | Yes |
| Usage analytics | Yes | Yes | Yes |
| CLI, CI/CD & ship-safety checks | Yes | Yes | Yes |
| Workspace members | 1 — individual workspace | Unlimited | Unlimited |
| Staged & A/B rollouts (below 100%) | — | Yes | Yes |
| Release channels beyond production | — | Yes | Yes |
| Audit log & activity feed | — | — | Yes |
| Priority support & SLA | — | — | Yes |
Source: Plans & billing and Usage & analytics in the Patch docs.
What do the paid plans actually add?
Team scale, not the ability to ship. Everything core to shipping an OTA update — unlimited apps, unlimited 100% production releases, instant rollback, the CLI, CI/CD and the ship-safety checks — is on the free tier. Four things are gated, consistently across the CLI, the API and the console.
Team collaboration. Hobby is an individual workspace capped at one member; a second invite is paid. Staged rollouts and A/B. Hobby ships full 100% releases only; shipping to a percentage of devices is paid. Channels. Hobby ships to production only; canary, beta, staging and other channels are paid. Device fleet size. Hobby serves up to 100 distinct devices, Startup 10,000, Enterprise unlimited. One capability separates Startup from Enterprise: the audit log and activity feed is an Enterprise feature.
How Patch counts devices
A device is one installation of your app, identified by a device ID the SDK generates. The SDK reports download, activation and error events, and Patch counts the distinct device IDs that sent any event in a recent window. The console's Usage page defaults to a 30-day window and accepts 1 to 365 days.
Two consequences worth knowing before you pick a plan. Shipping ten patches to the same phone counts as one device, not ten — the meter is devices, not releases or downloads. And a device that has installed your app but sent no events in the window is not in the count. Patch also tracks check-ins separately from billable active devices, so the console can show that a device has connected before you have shipped your first release. The billing cap applies to the active-device count. Full definitions are in the usage docs.
Pricing, answered.
Yes. Hobby is free and serves patches to up to 100 distinct devices. It is not a trial: it carries unlimited apps, unlimited 100% production releases, instant rollback, usage analytics, the CLI, CI/CD and the ship-safety checks, with no card required. Hobby is an individual workspace capped at one member, ships to the production channel only, and ships full 100% releases only — a staged or A/B rollout to a percentage of devices is a paid feature. A new workspace starts on Hobby by default.
By distinct device, over a recent active window. The SDK reports download, activation and error events for each device, and Patch counts the distinct device IDs that sent any event in the window — the console's Usage page uses a 30-day window by default and accepts anything from 1 to 365 days. A device is one installation, not one user and not one release, so shipping ten patches to the same phone still counts as one device. That count is what the plan caps apply to: 100 on Hobby, 10,000 on Startup, unlimited on Enterprise.
Nothing breaks, and the existing fleet is never cut off. Once a Hobby workspace is at its 100-device cap, a new device's update check simply returns no update; devices already inside the counted set keep receiving patches as normal. Upgrading the plan lifts the cap immediately. The paid gates work differently from the cap: attempting a paid action on Hobby — inviting a second member, or pushing a non-100% rollout or a non-production channel — returns a 402 Payment Required response with a plain-language upgrade message rather than failing silently.
Partly, and the docs are deliberately honest about the limits. The engine and the SDK are open source, and the SDK will talk to any base URL, so you can serve patches from infrastructure you control. A static bucket and CDN is planned rather than shipped — there is no static-publish command yet, and static publishing would carry no rollouts, no targeting and no recall even once it lands. Percentage rollouts, cohorts and rollback recall need a server that decides per request, which you would run and support yourself. Most teams use the hosted service.
Start on Hobby. Upgrade when the fleet grows.
Free to start. No App Store review. Instant rollback.