
Deepgram Voice Agent API for Game NPCs vs Neocortex
Deepgram's Voice Agent API can voice a game NPC, but you pay for every minute a connection is open and you build the character and the engine client yourself. Neocortex bundles the same speech pipeline with character tools and engine SDKs, on monthly plans.
Deepgram is a speech recognition company. Its Voice Agent API runs speech-to-text, a language model and text-to-speech over one WebSocket connection, with function calling and a choice of providers at each step. Here is what that costs and involves in a game, and how the two compare.
Costs at a glance
Deepgram publishes per-minute rates "calculated based on websocket connection time". The pay-as-you-go column:
| Deepgram Voice Agent tier | Per minute |
|---|---|
| Standard | $0.075 |
| Standard, bring your own TTS | $0.065 |
| Custom, bring your own LLM | $0.065 |
| Custom, bring your own LLM and TTS | $0.050 |
| Advanced | $0.163 |
Growth pricing lowers each rate. Bringing your own LLM or TTS also means paying that provider separately.
Neocortex plans are monthly, with credits included:
| Neocortex plan | Price | Includes |
|---|---|---|
| Free | EUR 0 | 2 characters, 200 monthly credits, personal use |
| Starter | EUR 9/month | Personal and academic use |
| Pro | EUR 29/month | Commercial use, group chat, 5 custom voices |
| Team | EUR 99/month | 5 seats, quiz engine, 20 custom voices |
Testing a character in the browser editor never uses credits.
Why connection time matters in a game
On a support line, a call starts, the agent talks, and the call ends. Connection time and conversation time are nearly the same thing.
Games are different. A player walks up to an innkeeper, asks two questions, then spends twenty minutes looting the cellar before coming back. If the NPC's connection stays open the whole time, all of it is billed.
Take an open-world game where 1,000 players each spend an hour near a talkative NPC but only ten minutes actually speaking to it:
- Connection left open: 60,000 minutes, about $4,500 at the Standard rate.
- Connection opened only for conversations: 10,000 minutes, about $750.
The second number is reachable, but only if your client opens and closes connections around each exchange, and reconnects fast enough that the player does not notice. That logic is yours to write and test. In practice it means:
- Opening the socket when the player enters talking range or presses a talk key, not when the scene loads.
- Closing it after a silence timeout, and deciding how long that timeout should be for each NPC.
- Restoring the conversation context on reconnect, so the innkeeper still remembers the question about the cellar key.
- Hiding the reconnect delay behind an animation or a short line, so the player never waits in silence.
Each of these is a small feature. Getting all four right across every NPC type is a sprint of its own.
What you build on top of the pipeline
Deepgram lets you configure each moving part: managed LLMs from OpenAI, Anthropic, Google and NVIDIA, or your own OpenAI-compatible endpoint; Deepgram's Flux and Aura voices or managed Cartesia; and bring-your-own TTS from OpenAI, ElevenLabs, Cartesia or Amazon Polly, with fallback between providers. For a game NPC, you still own:
- A Unity client. The SDKs are Python, JavaScript, C# and Go. There is no Unity package or sample, so microphone capture, playback and the socket lifecycle are yours.
- The character. Persona, knowledge, tone and guardrails live in prompts and config you maintain in code.
- Game state. Function calling gives you a hook, and turning calls into door openings, item handovers and quest updates is your work.
- Voices. A cloned character voice means a separate provider account, contract and bill.
If you already prototyped on Deepgram
Most of your prototype carries over. Your system prompt becomes the starting point for the character: background into the Agent node, facts and lore into Knowledge (as text or PDF and TXT files), tone into Personality and a starting Emotion. Your function definitions become Intents and Actions, so instead of parsing a function call, your game receives an action name and the ID of the object it targets.
On the client side, the custom socket code goes away. The Unity SDK, Unreal Engine 5 integration, Godot (beta) plugin or Web API replaces it. If you used a bring-your-own TTS voice you have the rights to, clone it from a short sample in Neocortex so the character sounds the same.
Deepgram Voice Agent vs Neocortex: a decision matrix
| If your project needs | With Deepgram Voice Agent | With Neocortex |
|---|---|---|
| A Unity integration | Write a client on top of the C# SDK | Unity SDK, Unity 6, six sample scenes |
| Unreal or Godot | Write a client per engine | Unreal Engine 5, Godot (beta), Web API |
| Designers editing characters | Prompts in code | Visual node editor: personality, emotion, knowledge, intents, actions |
| NPCs that act in the world | Function calling you map yourself | Actions with target IDs, scene objects, per-line emotion tags |
| Branching story beats | Your own state machine | Conversation Flows with flowState checkpoints |
| Several NPCs in one scene | One agent per connection | Up to six characters in one conversation (Pro and Team) |
| A unique voice per character | Bring your own TTS provider | Voice cloning and voice design built in |
| Predictable monthly cost | Per minute of open connection | Monthly plans with included credits |
| Browser builds | Your own WebGL microphone handling | Microphone support in Unity WebGL |
Our take
Deepgram Voice Agent is a speech pipeline designed around calls that start and end, which is why it bills by connection time and leaves the character to you. For a game, Neocortex gives you speech in and out, the language model, voices and the character in one account, with engine SDKs and gameplay actions, so you pay for conversations rather than open sockets and spend your time on the NPC instead of the plumbing.
Deepgram details were last checked in October 2026.
Frequently Asked Questions
How much does the Deepgram Voice Agent API cost?
Deepgram lists its Standard tier at $0.075 per minute on pay as you go, billed on WebSocket connection time, with lower rates if you bring your own LLM or TTS. Neocortex uses monthly plans with included credits, from a free plan up to Pro at EUR 29 a month for commercial use.
Does Deepgram have a Unity SDK?
No, its Voice Agent SDKs cover Python, JavaScript, C# and Go, with no Unity package or samples. Neocortex has a Unity SDK for Unity 6 with six sample scenes, plus Unreal Engine 5, Godot (beta) and a Web API.
Can Deepgram Voice Agent use a cloned voice?
Its managed voices come from Deepgram's own TTS models and managed Cartesia, so a cloned voice means bringing your own provider account. Neocortex includes voice cloning and voice design, with 5 custom voices on Pro and 20 on Team.
Is Deepgram Voice Agent built for game NPCs?
It is a general voice agent pipeline aimed at uses such as support lines, and character design, game state and engine clients are yours to build. Neocortex is built for game characters, with a visual editor, gameplay actions and engine SDKs.
Written by
Neocortex Team
Date
Oct 17, 2026
Updated
Oct 20, 2026
Read time
5 min






