Toggl Track vs Nexa
The Real Comparison for Game Composers

Toggl Track
$12/mo ($144/yr)
VS
Nexa
$279 once — own forever
or 3 payments of $99
Break even: 23.3 months at Toggl Track's current price.

Does Toggl Track Fit Game Composers? Our Read

What game composers need from their software, from sources outside Toggl Track and outside Nexa:

Disclosure: Nexa's publisher wrote this page, so check every price against each vendor's own page. The verdict below does not favor Nexa. A game composer's core need is a per-project record of who owns the music and what was promised. Neither tool has that record. Toggl Track covers the time side well. It has project-based tracking, a one-click timer, web, desktop and mobile apps, and reports grouped by project or client. It also has estimated vs. actual time, billable rates, invoicing and a 30-day trial of all features. Estimated vs. actual is useful if you quote by the finished minute, because it shows what a cue paid per hour. It does not cover what sets game music apart. It has no field for work for hire versus licensed, which decides who owns the music and who holds the performance rights. It has no field for a retained writer's share, such as the 100% sample wording GameSoundCon suggests. That share matters because royalties can still arise on a work-for-hire job when the music is used in TV or film, covered by another artist, or played at a concert. It also does not store each contract's lump sum or share of sales, credit placement, or worldwide and permanent rights. It does not set aside the 15.3% self-employment tax from irregular milestone fees.

Nexa covers the business paperwork around a job. It has quotes, estimates and proposals that convert to invoices, payment plans, and a client pay portal through your own Stripe account. It has jobs with costing and profit per job, missions with one level of sub-steps that could stand in for cues or deliverables, and time tracking. On the money side it has expenses, profit and loss and 1099 summaries. Its CRM notes could hold loose contract terms, but notes are free text, not a field you can check across contracts. Nothing in its feature list covers rights type, royalty entitlements, credit terms, per-minute pricing or a tax set-aside. It has the same core gap as Toggl Track. It also has no integration library, where Toggl Track offers an API and integrations. Its automated emails send only while Nexa is open on one of your devices. It runs on one device unless you add optional Cloud Sync. It is software you own and run yourself, with no hosted support desk or vendor onboarding.

Over three years Toggl Track at $12 a month is $432, or $144 a year. Nexa is $279 once, or $458.64 with Cloud Sync at $4.99 a month, so it is cheaper without sync and dearer with it. If you already track hours in Toggl Track, nothing here justifies paying to move. If you want quotes, invoices and bookkeeping in one tool you own, and one device is enough, Nexa fits that part and costs less than Toggl Track over three years. In both cases the ownership and royalty terms need their own home. That is a contract and rights register with one row per project. Each row would hold work for hire or licensed, the retained writer's share, fee structure, credit placement and rights terms. Choosing between these two tools does not solve that.

Our read for game composers: Neither tool tracks work-for-hire versus licensed status, retained writer's share or per-contract rights, so a game composer needs a contract and rights-management tool, with Toggl Track staying for time if it already works.

Read on each linked page in October 2026. Check them again before you decide; vendors change plans often.

Bottom Line

Toggl Track costs game composers $144/year at today's list price. Nexa is $279 once for invoicing, scheduling, CRM, time tracking and accounting in one suite — so after 23.3 months it has cost less than Toggl Track, and you own it after that. What it is not: hosted-for-you software with a support desk and a roadmap you can lobby. That is the trade, and the rest of this page is the detail behind it.

Can it pay for itself?

Nexa is $279 once, about $23 a month over its first year. Its Drain Guard reads your expenses (from a linked bank, an imported statement, or ones you type in), finds the charges that repeat, and adds them up by the month. Keep or Cut then walks you through them one at a time. Cancel $23 a month of charges you'd forgotten about and Nexa has paid for itself inside the first year, before you count the Toggl Track bill you'd stop paying.

It depends on what you find and what you cancel, so we don't promise a number. In our demo data, Drain Guard finds 5 subscriptions adding up to $110.13 a month. That is sample data, not a customer's.

The verdict for game composers: Neither Toggl Track nor Nexa is the main system for this work; start with software built for it. Nexa only makes sense beside it, at $279 once against $432 for Toggl Track over three years.

Choose Nexa if:

  • You're done paying monthly forever
  • You're a solo operator or small team (1-5)
  • You need time tracker, invoicing and connect crm in one tool
  • You're tired of price increases
  • You want to own your tools like you own your equipment

Choose Toggl Track if:

  • You have a large team (10+) needing enterprise features
  • You're deeply invested in Toggl Track's specific workflow
  • You need a feature Nexa doesn't have yet

Sound Familiar?

Game music isn't a track that plays start to finish — it's a system, and that changes how every morning goes. I'll write an exploration theme that has to loop seamlessly forever without a seam a player would notice on the hundredth lap, then build it in vertical layers so the music can swell into combat and ease back to calm as the gameplay does. By mid-morning I'm in a call with the audio programmer, setting up the cues in Wwise — defining the transition rules so the stealth bed crossfades into the chase music on a musical beat, not a jarring cut, because a beautiful track that switches badly breaks the whole feel. After lunch I test against a real build of the game, hearing my music react to actual play, and find a transition that thuds, so I rework the exit tail. Afternoon brings the business reality of indie work: the studio's on milestone funding, the last payment is overdue, and I have to chase an invoice from people I genuinely like and want to keep working with. Then the designer mentions a brand-new biome and a boss that weren't in the original brief, all needing music — scope quietly doubling because the game itself is still being built. I note it for the next milestone and get back to making a world sound alive.

Time tracking, invoicing, client records and scheduling are the pieces of that day. Some tools rent you each piece separately. A few — Nexa among them — bundle the lot and carry their own booking link, with no per-appointment cut. The sections below price both routes honestly.

None of that is a software problem you can buy your way out of in one click — it is why the tool you pick matters more than what it costs. Toggl Track solves some of it. So does Nexa. The difference is what you are left holding in three years.

What Toggl Track Actually Costs Game Composers

Today's list price is $12/month — $144 a year, from Toggl Track's own pricing page. Every figure below is that price, multiplied. Nothing is projected.

Three years at today's price

Year 1$144
Year 2$144
Year 3$144
Three years of Toggl Track$432

Nexa: $279 once (or 3 × $99). Over the same three years, that is $153 less.

If Toggl Track raises its price, the three-year cost goes up; if it cuts it, the cost comes down. We don't guess which. Add-ons, extra seats and card-processing fees are not included, on either side.

Feature-by-Feature

FeatureToggl TrackNexa
Invoicing✗✓
Scheduling✗✓
CRM✗✓
Time Tracking✓✓
Full Accounting✗✓ (SIMPL)
Task Management✗✓
Works offline—✓
Price$12/mo$279 once
or 3 × $99
3-Year Total$432$279
You own it?No — stop paying, lose accessYes — forever

✓ and ✗ for Toggl Track come from its own published feature list. — means the feature isn't in that list, which is not the same as Toggl Track lacking it: check with them. Three years is at today's price.

What "$279 Once" Does And Doesn't Buy

What Toggl Track Does Better

Straight from Toggl Track's own feature set. If one of these is the reason you pay them, that reason does not disappear because Nexa is cheaper.

Toggl Track is the better call if you need simple time tracking specifically, or if your team is large enough that per-seat pricing still beats buying software outright.

What Toggl Track Is Built For

Toggl Track's product page lists agencies and professional services teams, software and IT teams, law firms, and accounting and finance teams. It also names three sizes of customer: freelancers and solo users, growing teams, and large organizations. (toggl.com)

What people outside Toggl Track and outside Nexa say:

Read on each linked page in October 2026. Check them again before you decide; vendors change plans often.

Where business tools fit — for a game composer

Software doesn't do the creative work — it automates the business around it. And that part is the same for every game composer: find the work, manage it, bill for it, get paid. Each step has a tool — and the right single tool runs the whole loop, so the handoffs are automatic and you get back to the creative work. Tap a step to see what gets automated.

  1. 1
    Find the work

    Land the project

    ↓

    An inquiry becomes a proposal becomes a signed project — with the scope and the deposit locked in.

    • CRM / contacts
    • Estimates & proposals
    • Booking / scheduling
    then ↓
  2. 2

    The work itself — tracked against the project: hours, milestones, revisions, and expenses, so nothing bills late or goes uncounted.

    • Job / project tracking
    • Time tracking
    • Expenses, materials & add-ons
    then ↓
  3. 3

    The work becomes the invoice — the hours, the add-ons, the materials, the deposit credited — totaled and sent, instead of re-typed at 9pm.

    • Invoicing
    • Deposits & credits
    then ↓
  4. 4

    Paid by card or link, the deposit credited, and what's overdue chased — without you doing it by hand.

    • Card / online payments
    • Automatic reminders

You can stitch four separate subscriptions across these four steps, or run one tool that does the whole flow so a booking becomes a job becomes an invoice becomes a payment without re-typing. Either way the goal is the same: less time on the business of the business, more on the creative work. (Nexa is built to be the one — but the honest options for each step are above and below.)

Watch a job become an invoice

This is the connection that makes the rest worth it. A game composer's job already holds the services, the hours, the add-ons, and the materials — so the invoice builds itself from the work instead of you re-typing it at 9pm. Toggle an add-on or nudge the hours and watch it recompute.

The job Adaptive soundtrack for an indie game, 20 min
Service Original music (per finished minute) 20 × $250 $5,000
Service Loop and stem prep for middleware 1 × $600 $600
The invoice builds itself
Subtotal$6,100
Deposit credited−$1,500
Invoice total$4,600

You didn't write this invoice — the job did.

Calculate Your Full Stack

Toggl Track plus whatever else you're paying for:

Email yourself this comparison?

Switching from Toggl Track

1
Export your data — Go to Reports → Detailed → Export as CSV. Download your full time entry history.
2
Set up Nexa — 10-minute setup. Import your client list by CSV, then set up your projects.
3
Start tracking in Nexa — Use Nexa time tracker for new entries. Import historical data if needed.
4
Cancel Toggl — Cancel subscription. Download a final export for your records.
✓ 30-day money-back guarantee. Zero risk.

What This Means for Game Composers

The median Game Composer earns $45,000/year. At $144/year, Toggl Track is a recurring slice of that — paid again every year, whether the year was good or not. Owning the same jobs outright is $279 once, and the slice stops.

Nexa is $279 once. Invoicing, scheduling, CRM, time tracking, accounting — all connected, built for game composers. You own it like you own your Cubase or Reaper DAW.

Is Nexa actually right for a game composer?

An honest fit check — because the wrong tool is worse than no tool.

Right for you if

  • You run solo or a small team — like the 25,000 game composers in the US who do, and you wear every hat.
  • You're tired of paying every month for a monthly subscription stack and a pile of apps that don't talk to each other.
  • You want invoicing, scheduling, and client tracking in one place — not scattered across five apps.
  • You'd rather own your software once, the way you own your Cubase or Reaper DAW.

Look elsewhere if

  • You have a large team that needs enterprise seats, granular roles, and dedicated admin staff — Nexa is built for solo and small operators (1–5), and a bigger platform will serve you better.
  • You need full payroll for a large team or deep, SKU-level inventory — that's not what Nexa is for.
  • You're genuinely happy paying monthly and don't mind stitching tools together. No tool fixes a workflow you already like.

The honest fit: if you're a solo or small game composers business that owns its tools and is sick of renting software, Nexa replaces your whole stack for $279 once. If you're scaling into a large team with dedicated admin staff, a bigger platform may fit better — and we'd rather tell you that now than sell you the wrong thing.

Game Composers by the numbers — by place

Tax & registration where you operate

Time tracking, invoicing, client records and scheduling are the pieces of that day. Some tools rent you each piece separately. A few — Nexa among them — bundle the lot and carry their own booking link, with no per-appointment cut. The sections below price both routes honestly.

What game composers actually deal with

A day in the life of a game composer

Game music isn't a track that plays start to finish — it's a system, and that changes how every morning goes. I'll write an exploration theme that has to loop seamlessly forever without a seam a player would notice on the hundredth lap, then build it in vertical layers so the music can swell into combat and ease back to calm as the gameplay does. By mid-morning I'm in a call with the audio programmer, setting up the cues in Wwise — defining the transition rules so the stealth bed crossfades into the chase music on a musical beat, not a jarring cut, because a beautiful track that switches badly breaks the whole feel. After lunch I test against a real build of the game, hearing my music react to actual play, and find a transition that thuds, so I rework the exit tail. Afternoon brings the business reality of indie work: the studio's on milestone funding, the last payment is overdue, and I have to chase an invoice from people I genuinely like and want to keep working with. Then the designer mentions a brand-new biome and a boss that weren't in the original brief, all needing music — scope quietly doubling because the game itself is still being built. I note it for the next milestone and get back to making a world sound alive.

The tools a working game composer actually owns

Local game composers on Nexa

Real game composers near you who run their business on Nexa — book directly, no platform fee. Are you a game composer? Post your business and get found in your area — $2.99 one-time. Or browse every game composer on Nexa →

The kit a working game composer owns

The tools of the trade — each a one-time buy that earns its keep for years.

Cubase or Reaper DAW

Wwise or FMOD interactive-audio middleware

Orchestral and synth sample libraries

MIDI keyboard controller

Studio monitors and a reference game build

You paid for these once because good tools last. That's the bar your software should clear too — priced like a tool you own, $279 once, not a subscription that costs more than your kit every year.

How To Read This Page

How we put this guide together

We build a game composer's guide the same way every time, and we'd rather you trust it than take it on faith. Nexa is our product, so the test we hold ourselves to is simple: a tool only "wins" a job here when it genuinely does that job better for a game composer — and where something free, open-source, or buy-once does it better, we say so and link you to it. Where Nexa falls short (payroll is the honest example), we name the alternative outright.

Where the numbers come from

Found something out of date? Prices change and we don't catch every move the day it happens. This guide is published and maintained by the Nexa team; if a figure here is wrong, tell us and we'll fix it — getting it right matters more to us than the sale.

FAQ

Is Nexa really a Toggl Track replacement?

For solo game composers and small teams, yes. invoicing, scheduling, CRM, time tracking, task management, and full accounting — all for $279 once. Toggl Track may be better if you have a large team (10+) or need enterprise-specific features.

What does Toggl Track do that Nexa doesn't?

Toggl Track has features like Simple time tracking and Desktop and mobile apps that some businesses rely on. For most solo game composers, these aren't dealbreakers.

How fast does Nexa pay for itself?

At $12/month, Nexa pays for itself in 23.3 months. After that: $144 saved every year.

Can I pay in installments?

Yes. Nexa is $279 as a one-time payment, or 3 payments of $99 ($297 total). Either way it's a one-time purchase — no subscription, no recurring fees ever.

$432 Over 3 Years. Or $279 Once (or 3 × $99).

Own your tools. Stop renting your software.

Get Nexa — $279 Once
or 3 payments of $99
✓ 30-day money-back — save $500 or full refund

More Comparisons for Game Composers