Unreal Speech's $4.99 Basic price is a six-month introduction to a $49 plan, and the next plan up costs ten times Basic's list price, $499, followed by $1,499 and $4,999 a month, with nothing in between. What fills the gap is overage, charged daily at the rate of your current plan: $16 per million characters on Basic, $12 on Plus, $10 on Pro and $8 on Enterprise. Paid plans also roll unused characters over to the next billing cycle; Free's allowance resets on the first of each month instead. So the real upgrade question is not which plan your volume fits, but when overage on the smaller plan starts costing more than the next plan up.
Monthly characters | Basic ($49) plus overage at $16 per million | Plus ($499, 42M included) |
|---|
3 million | $49 | $499 |
10 million | $161 | $499 |
20 million | $321 | $499 |
31 million | $497 | $499 |
42 million | $673 | $499 |
The table is our arithmetic on Unreal's published prices, after Basic's introductory six months; during them the crossover sits near 34 million characters, and because paid plans roll unused characters over, uneven months cross later than the table suggests. The two lines cross at about 31.1 million characters, roughly 690 hours of audio at Unreal's own rate of about 750 characters per audio minute. The same calculation puts the Plus-to-Pro crossover at about 125 million characters, where Plus's $12 overage on 83 million extra characters reaches Pro's $1,000 premium. Below those points, staying on the smaller plan and paying overage is the cheaper route.
On our arithmetic, converted to price per million characters, the allowances cost about $16.33 on Basic at list price, $11.88 on Plus, $9.99 on Pro and $8 on Enterprise, so each plan's overage rate is close to its own included rate.
Unreal offers 48 voices across 8 languages, including Mandarin, Hindi, Spanish, Portuguese, Japanese, French and Italian alongside US and UK English. It has no voice cloning ("Not right now, but we're working on it"). Request size depends on the endpoint: /stream takes up to 1,000 characters and returns raw audio quickly, /speech takes 3,000 and returns MP3 with timestamps, and /synthesisTasks accepts up to 500,000 characters as an asynchronous job, which Unreal says turns 10 hours of audio around in 15 minutes. A WebSocket endpoint returns per-word timestamps with the audio. Unreal publishes no concurrency or rate-limit table.
Unreal says its service is powered by Kokoro TTS, an Apache 2.0 model. On our reading, that gives teams with their own GPUs a self-hosted route to the open Kokoro model, though Unreal does not say its hosted voices are identical to the open release.
At list price ElevenLabs' API costs $40 per million characters on its Flash and Turbo models and $80 on Eleven v3 and v4, so Unreal's Plus rate of $12 per million is, on our arithmetic, about 30% of ElevenLabs' cheapest, though ElevenLabs adds voice cloning and many more languages. OpenAI's $15-per-million tts-1 is deprecated and leaves the API on January 6, 2027, so it is not a basis for a new budget.