> ## Documentation Index
> Fetch the complete documentation index at: https://docs.summerengine.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Summer Router limits and caps

> Every game starts with spend caps and rate limits: $5 per player per day, $100 per game per day, 30 calls a minute per player. Change them per game in Studio.

Every game starts with caps on, so no single player and no script can run up your bill. Raise or lower them per game on the game's **Summer Router** tab in Studio, or ask your agent: it uses the `router.set_settings` operation, and you approve the change. Caps reset at midnight UTC and on the first of each month (UTC).

## Spend caps

| Cap | Default | Highest you can set |
| - | - | - |
| Per player per day | \$5 | \$500 |
| Per game per day | \$100 | \$500 |
| Per game per month | \$1,000 | \$15,500 |
| Per account per month, across your games | \$2,000 | \$50,000 |

A cap counts the cost of finished calls plus the most each running call can cost, so parallel calls never go past it. Each character can also have its own daily caps per player and per game, set on the character.

## Rate limits

| Limit | Default | Highest you can set |
| - | - | - |
| Calls a minute per player | 30 | 120 |
| Calls a minute per game | 1,200 | 6,000 |

Test turns from Studio and your agent while you build count toward their own cap: \$20 per developer per day.

## When a cap is reached

The call answers `limit_reached` with the cap's `scope` and `resets_at`, and the game shows its offline line. The player never sees an amount. You see the cap hit in Studio usage, with the place to raise it.

Over a rate limit the call answers `rate_limited` (HTTP `429` with `Retry-After`). The result's `retry_after` says how many seconds to wait; until then the SDK answers `rate_limited` without asking Summer.

Calls from the player's game count toward that player's caps and the game's. Calls from your server in a multiplayer game count toward the game's caps and call rate.


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