Guides

Billing

Credits, what a run costs, what isn't charged, and how to keep a balance topped up.

WOOL bills in credits. One credit is $0.01, credits never expire, and every execution and every completed authorization debits them from your balance. You start with 500 free credits, and after that you buy credits by card in the console.

The rate card

Each run's price is computed from what it consumed and rounded up to whole credits:

MeterCredits
Per execution5
Browser time1 per started minute
Agent input tokens0.35 per 1,000, or 0.035 per 1,000 when served from cache
Agent output tokens2.1 per 1,000
Page tokens0.13 per 1,000 read, 0.8 per 1,000 written
Completed authorization, including re-authorization10

A short read-only run such as summarizing three emails comes to around 30 credits. A long multi-page task comes to a few hundred. The playground shows the credits each run used, so the fastest way to learn what a prompt costs is to run it there.

What you're charged for

Every run that starts is charged, whatever its outcome, except when the failure was ours. A run whose terminal.status is provider_failed or browser_error, or that never reached the browser, costs nothing. A run that ends unverified is charged, because the agent did the work; so is one that ends not_possible or needs_user.

Retrying a create request with the same Idempotency-Key and body returns the original execution without an additional charge. Idempotency explains how to reuse a key.

Every execution has a usage object showing what that run cost. For example, a billed run could contain:

"usage": { "credits": 34, "charged": true }

usage.credits and usage.charged are null until the run is COMPLETED or FAILED. usage.charged is false on a run we waived.

When the balance runs out

Runs already in flight always finish, even if they take the balance below zero. A new run is refused with 402 INSUFFICIENT_CREDITS while the balance is below one credit, and accepted again as soon as you top up. Authorizations are never refused, so your users can always connect.

Buying credits and auto-reload

Buy credits on the console's Billing page, $10 to $1,000 per purchase, as often as you like. The card you use is saved, and you can turn on auto-reload: choose a threshold and a target, and when a run takes the balance below the threshold we charge the card to bring it back to the target. If a charge fails, auto-reload switches off and we email you. With auto-reload off, we email you once when the balance drops below 100 credits.

Credits don't expire and aren't refundable. If something went wrong with a purchase, contact support.

Next steps

Handling failures lists every failure reason and what to do about each.