Platform Limits
To ensure the platform and large worlds in Craft stay fast and responsive, there are a few limits on how much content an account or workspace can have. These limits help prevent slowdowns or unexpected issues from oversized projects, so you can keep building and exploring smoothly.
Projects and games on each plan
Your plan controls how many Projects and Games you can own at a given time.
| Plan | Projects | Games |
|---|---|---|
| Free | 10 | 10 |
| Starter | 50 | 20 |
| Plus | 75 | 30 |
| Pro | 100 | 40 |
| Max | 150 | 60 |
| Ultra | 250 | 100 |
When you reach a limit, Craft keeps your existing work available but blocks new items until you make room or move to a plan with more slots.
If you move to a plan with fewer slots, Craft doesn’t delete anything. You can keep using what you already own, but you can’t create or clone more until your total is below the new limit.
Limits inside a workspace
Each project and game has its own workspace limits.
| Workspace item | Limit | What it means |
|---|---|---|
| Files | 10,000 | Files stored in one project or game |
| Folders | 1,000 | Folders stored anywhere in one project or game |
| Folder depth | 15 | How deeply folders can nest inside each other |
| File types | 100 | File types defined in one project or game |
| Top-level fields | 200 per file type | Fields defined directly on one file type |
| Object fields | 100 per object | Fields defined directly inside one object or list of objects |
| Layout size | 1 MB per file type | How big one file type's layout can be |
| Collaborators | 4 per project | Editors besides the owner, pending invites included |
See File Types for help organizing the structure of your files.
GM Instructions and trackers
The GM reads your instructions every turn, so they have limits of their own. See Writing GM Instructions for how to make the most of them.
| Item | Limit | What it means |
|---|---|---|
| Always on text | 10,000 characters | All the always on instructions one game can have, Craft's defaults included. Trackers don't count. |
| Situational instructions | 100 | Situational instructions one game can have |
| Procedures | 25 | Procedures one game can have, Craft's four included |
| Instructions | 200 | Instructions a world holds in all, every choice's included |
| One instruction | 2,000 characters always on, 1,000 situational, 10,000 for a procedure | How long one instruction's text can be |
| Sections | 30 | Sections your instructions are grouped into |
| Player options | 9, with up to 8 choices each | Player options one game can have, Craft's included |
| Trackers in play | 10 | Trackers a game keeps at once, not counting the time |
| Instruction tester | 300 tests a day | Tests one creator can run in the Instruction tester each day |
What to do if you reach a limit
-
Projects or games: Delete work you no longer need, or move to a plan with more slots.
-
Files, folders, or file types: Remove unused content, or refactor content to be consolidated into fewer files, folders, or file types.
-
File type fields: Remove unused top-level fields, or group related details across object or array fields.
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GM Instructions: Turn always on instructions into situational ones where you can, move the steps of a long rule into a procedure, merge procedures that run alike, and cut anything that repeats Craft's defaults. See Writing GM Instructions.