@DuvE: Sorry about the confusing doc and comparison. That's not our intention but things are a bit complicated to explain. Let me try. 1: Games done in Bolt make the clients of a match connect to the host, which is also done in Unity / Bolt. All communication goes through this one instance, be it on a user's machine or on a server. If run on a server, we talk about hosting dedicated Bolt instances, which Exit Games does not provide. This doesn't define how authority is handled. It's only how clients connect. For PUN, there is no "host" instance. The clients connect to a server, which distributes their messages. It's also a star-topology but a "dedicated" server in the middle that always only enables players to communicate. The server for PUN is an "advanced relay", which means it can send some message to "all other" players in a room (and more). 1.B: You pay for CCUs in Bolt because Bolt uses our servers for matchmaking and relay, if that's needed. Also, you fund production of Bolt with a somewhat fair share, based on your success. It's not a upfront fee that may never pay out. 1.C: Bolt Dedicated Server cannot be hosted on Photon Cloud because that particular cloud is built to run Photon Servers, not arbitrary software. 2: Hosted on clients side is fine for many games and it's affordable. A lot of games use this model, although you're right: The dedicated server is the optimum. It depends on your ambitions and funding, if a dedicated hosting is feasible. You can host the heck out of Bolt instances at will. 3: PUN is less good for shooters, because the integrated features are different from Bolt. It's a different solution with different features and targets. Bolt was developed with action games / shooters in mind, PUN not.