
Seedance 2.5 Pricing: Credits, Plans and Real Costs
Compare OiiOii quarterly plans, full-check-in credit costs and Seedance 2.5 budgeting, using figures verified on 14 October 2026.
Seedance 2.5 has no per-video price on OiiOii. It spends credits, and a plan decides how many credits you hold each month and what each one effectively costs you. This guide takes the quarterly plan figures verified on 14 October 2026, converts them into a cost per hundred credits, and shows which tier fits which kind of production.
The short answer

Photo by Zulfugar Karimov on Unsplash
For the bigger picture, read our overview of ByteDance's Seedance 2.5 for AI video generation.
A generation's cost is not fixed. OiiOii deducts credits based on task complexity, and the platform lists the levers as the number of storyboard shots, image generation, model type and video duration. Seedance 2.5 pushes on several of those at once, because a single generation can run from 4 to 30 seconds and can be asked to carry both motion and generated audio.
So the useful question is not "what does one video cost" but "what does one hundred credits cost me on the plan I am on". On the Personal Quarterly plans, with full daily check-ins, that number runs from about $1.22 down to about $0.95. Everything below is how those figures are built.
How Seedance 2.5 is billed
Four things move the credit cost of a task:
If you are comparing platforms, here is where you can use Seedance 2.5 today.
- Shot count. One shot is one generation. A 90-second story is a multi-shot project, not one long render, so it costs several generations plus the assembly around them.
- Image generation. If the storyboard needs characters and scenes designed before the shot is generated, that design work is part of what the project spends.
- Model type. Different models have different costs. Seedance 2.5 is a video model and prices accordingly.
- Duration. Each Seedance 2.5 generation can be set anywhere from 4 to 30 seconds. A 6-second gesture and a 30-second scene are not the same spend.
Two boundaries matter for budgeting, and both were confirmed by the product team on 14 October 2026. Seedance 2.5 currently outputs 1080p on OiiOii, so there is no higher-resolution tier to budget for. And 30 seconds is the ceiling for a single generation: anything longer runs through story anime, which generates multiple storyboard shots and assembles them automatically. A 60 to 120 second piece is therefore a multi-shot budget, and you should plan it as such from the start.
Seedance 2.5 is available to members. Free credits exist, but they are platform rewards rather than a free tier for this model, so a budget built entirely on check-in credits is not a budget for Seedance 2.5 work.
The plan tiers
These are Personal Quarterly plans, shown at their monthly equivalent, as verified on 14 October 2026.
New to the model? This walkthrough covers how to access Seedance 2.5 step by step.
| Plan | Monthly equivalent | Subscription credits | Check-in credits | Monthly total |
|---|---|---|---|---|
| BASE | $16 | 1,000 | 310 | 1,310 |
| STAR | $43 | 3,000 | 930 | 3,930 |
| PRO | $99 | 8,000 | 1,550 | 9,550 |
| APEX | $188 | 18,000 | 1,860 | 19,860 |
The check-in column is the part people miss. It is not a rounding error: on BASE it is roughly a quarter of everything you hold that month. It is also conditional, because it assumes you actually check in every day. A month where you check in half the time is a materially smaller month on BASE and barely noticeable on APEX.
Check-in rewards follow campaign rules and change with promotions. Treat the numbers above as the situation on 14 October 2026, not as a permanent entitlement. Subscription credits and reward credits also carry their own validity periods, and a reward's validity follows the campaign that issued it rather than your subscription term.
The finding: higher tiers have lower average credit costs
Divide the monthly equivalent price by the monthly total credits, with full check-ins:
You can try the ByteDance Seedance 2.5 video generation model directly on OiiOii.
| Plan | Cost per 100 credits |
|---|---|
| BASE | about $1.22 |
| STAR | about $1.09 |
| PRO | about $1.04 |
| APEX | about $0.95 |
The curve is flatter than it looks at first glance. Moving from BASE to STAR saves about 13 cents per hundred credits. Moving from STAR all the way to APEX saves another 14 cents. The large jump in monthly price between those tiers buys volume, not a dramatically better rate.
This matters for the decision. If you are spending less than a thousand credits a month, a bigger plan does not make your credits meaningfully cheaper, it just leaves more of them unused. The tier upgrade pays off when you are regularly running out, not when you want a discount.
The no-check-in case is a separate calculation and it changes the ranking. If you know you will not check in daily, recompute using subscription credits alone, because the full-check-in totals above assume behaviour you are not going to perform. On BASE that is the difference between 1,310 and 1,000 credits for the same $16.
Which tier fits which workload
BASE suits a creator testing the platform or producing short single-shot clips: a few 6 to 15 second generations a month, occasional character design, no deadline pressure. The lower credit total is the real constraint, not the rate.
STAR suits regular short-form output. A handful of multi-shot pieces a month, enough headroom to regenerate a shot you are not happy with instead of accepting it.
PRO suits someone shipping story work on a schedule: multi-shot projects where characters and scenes are designed first, then referenced across many generations, with room for revision passes.
APEX suits sustained production where running out mid-project is the expensive outcome. The rate is the best available, but you are mainly buying the certainty that a long storyboard can be generated and revised without rationing.
Comparing production costs fairly
A credit figure only becomes a cost comparison when you include everything a project actually consumes. Three habits keep that comparison honest.
Our step-by-step guide explains making a music video with AI tools.
First, count the whole project, not the hero shot. A finished 60-second piece includes character and scene design, several shot generations, the ones you regenerated after review, and the assembly. Pricing a project off a single successful 10-second generation understates it every time.
Second, do not confuse subscription credit cost with top-up pack pricing. The per-hundred figures above are what your subscription credits effectively cost, amortised across the month. A credit pack bought separately is priced on its own terms and should not be substituted into this table.
Third, be careful with time-saved arguments. A traditional animation pipeline with a GPU workstation, an editing suite and a small team has real costs, and it is a reasonable "before" to compare against. But any hours-saved figure in that comparison is an author's estimate, not a commitment from OiiOii, and should be labelled that way whenever you publish it.
Budgeting a real project
Work backwards from the cut, not forwards from the credits.
Decide the finished length first. Under 30 seconds and the piece may be a single generation plus revisions. Over 30 seconds and you are in story anime territory, so count the shots your storyboard actually needs. Add the character and scene design that has to exist before those shots can reference anything consistent.
Then add a revision allowance. Most of the credits people did not plan for go into the second and third attempt at a shot that came back with drifting character detail or motion that did not read clearly. Budgeting a flat zero for revisions is how a project runs dry at 80 percent complete.
Finally, decide the aspect ratio before you generate. Ratio is chosen at generation time, and the final export does not produce alternative platform framings from a finished video. If a project genuinely needs both a widescreen and a vertical version, that is two sets of generations, and it belongs in the budget as two.
What the price does not buy
Clarity here saves disappointment later. Paying for a higher tier does not unlock resolution above 1080p for Seedance 2.5, because that is the model's current output on OiiOii regardless of plan. It does not add manual controls that the platform does not have: there are no frame rate, keyframe or motion speed settings, no tempo map, no transition or colour grading editor. Ten-bit capability is built in rather than switchable, so there is no setting to pay for there either.
What the tier buys is volume, and volume is genuinely the binding constraint on story work.
A worked budget: a 75-second product story
Numbers are easier to argue with than principles, so here is a complete project costed the way you would actually plan it.
The brief is a 75-second piece introducing a physical product, with one presenter character, two locations, and a closing product shot. Because it runs past 30 seconds it is a story anime project, generated as separate storyboard shots and assembled automatically.
Design work first. One presenter character, generated as an asset and reviewed, with one regeneration because the first pass did not hold the costume detail. Two locations, generated once each. Call that four image-generation tasks before a single second of video exists.
The shot list. Seventy-five seconds at an average of nine seconds a shot is roughly nine shots. Each one is a Seedance 2.5 generation referencing the character and scene assets.
The revision allowance. On a project like this, expect to regenerate two or three shots outright and to fix another two or three with local region editing, which is markedly cheaper than a full regeneration. Budgeting zero revisions is the single most common planning error, and it is the reason projects stall at 80 percent complete.
So the real shape of the budget is four design tasks, nine shot generations, three regenerations, and some local edits. Notice that only nine of those sixteen-odd tasks are the shots themselves. Pricing the project off one successful generation would have understated it by more than half.
Then the second format question. If this piece also needs a vertical cut for social, that is not an export setting. Aspect ratio is chosen before generation, so a vertical version is a second set of nine generations. Decide this at the brief stage and the budget doubles honestly; decide it after delivery and the budget doubles as a surprise.
Choosing a tier from a real month
Rather than comparing plans in the abstract, count the projects you expect to run in a month and work backwards.
One short piece a month, mostly single shots, little character design: the credits on the lowest tier cover it, and a larger plan would mostly leave credits unused. The cost per hundred credits barely moves, so there is no rate argument for upgrading.
Three or four short pieces a month with some design work: you will feel the ceiling on the lowest tier, and the middle tier stops you rationing regenerations. That freedom is worth more than the rate difference.
Weekly story output with recurring characters: you want headroom, because the expensive failure mode is running dry mid-project and having to choose between waiting and accepting a shot you do not like.
Sustained production on a schedule: the top tier's value is certainty rather than its rate. The rate difference across the whole range is about 27 cents per hundred credits; the difference between being able to finish a storyboard and not is categorical.
Frequently asked questions
Does a higher plan unlock higher resolution?
No. Seedance 2.5 currently outputs 1080p on OiiOii regardless of plan, and 10-bit is built in rather than switchable. Plans differ in credit volume, not in output specification.
Do unused credits carry over?
Credits carry validity periods, and reward credits follow the rules of the campaign that issued them rather than your subscription term. Check the current terms on the pricing page rather than assuming a single rule covers both kinds.
Are the check-in credits guaranteed?
They are campaign rewards and the amounts change with promotions. The figures here are the position on 14 October 2026. Build a budget you can meet on subscription credits alone, and treat check-in credits as the margin they are.
Is there a free tier for Seedance 2.5?
No. The model is available to members. Free credits exist as platform rewards and reduce what you spend; they do not substitute for a membership.
How much does one video cost?
There is no per-video price. A generation's cost depends on shot count, image generation, model type and duration, so the answer is a budget for your project rather than a number for the model.
Why does my project cost more than I estimated?
Almost always design work and revisions that were not counted. Count every image-generation task that precedes the shots, and allow for the shots you will not keep.
Does a longer shot cost more than a shorter one?
Duration is one of the four levers, so yes, other things being equal. That is a good reason to choose a duration that fits the action rather than defaulting to the maximum.
Next steps and official resources
Price one real project before choosing a plan. Sketch the shot list, count the design work, add a revision allowance, and see which monthly total covers it with room left over. Then check the figures yourself on the pricing page, because promotional rewards move and the check-in numbers above are a snapshot.
If you are still deciding whether the model fits the work at all, the Seedance 2.5 review walks through a complete production, and Seedance 2.5 prompts covers how to spend fewer credits getting the shot you wanted on the first attempt.
Product details in this guide follow the product team's confirmation dated 14 October 2026; promotional rewards can change.
Related guides
Author
2026/09/04


