We removed user limits from every team plan
We just took the per-user cap off all of Pixelmatic's team plans. You can add your whole team now. No seat math, no upgrade nudge every time someone new joins.
Here's the decision, and the thinking behind it, in case it's useful to anyone weighing the same thing.
What changed
Before today, team plans had a limit on how many people you could add. Hit the cap, and adding the next person meant moving up a tier.
That limit is gone. Every team plan is now uncapped on users. Same plan, same price, as many people as you want.
Why we capped seats in the first place
Per-seat limits are the default for a reason. They're easy to reason about, easy to price, and they grow revenue in a clean, predictable line as a customer's team grows.
So we did the normal thing. It looked sensible on a spreadsheet.
The comment that changed our minds
A friend told me the user limit was the one thing in our pricing that didn't sit right with him.
He put it plainly. Picture the company with six people. They get all the way through a tier built for five, and now they pay the same as a company with twenty-five. They're barely over the line, paying for room they don't use, while a five-person team right next to them pays less. He said he felt sorry for them.
He was right. We could feel it the moment he said it.
Pixelmatic is built for teams that record and share async instead of booking another call. The whole idea only works when the whole team is in. A per-seat cap quietly fought that. Every new teammate became a small decision against adding them, because the wrong sixth person tipped you into a bigger bill. We were charging against the exact behaviour we most wanted to encourage. That's backwards.
What this means for your team
Bring everyone. The engineer who records one walkthrough a month and the support lead who lives in it cost you the same, which is to say the headcount no longer changes the price.
If you've been keeping someone off the account to stay under the cap, you don't need to anymore. If you want the fuller picture of how Pixelmatic works once the whole team is in, we wrote it up on our page for teams.
What's still open
I'll be plain about the part I don't have figured out. Removing the cap changes the cost picture, and a few very heavy teams could move our unit economics in ways I can't fully predict yet.
I'd rather learn that and adjust than keep a limit that discourages the right behaviour. If something needs to change later, I'll say so here rather than quietly tightening things back up.
The short version
The number of people on your team isn't what we want to charge for. So we stopped.
Until next time.