> ## Knowledge Base Index
> Fetch the complete knowledge base index at: https://help.atlabs.ai/sitemap.xml
> Use this file to discover available pages before exploring further.
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# See Credits Usage For A Story

# 💳 How do I see how many credits a specific story has used?

Atlabs tracks every story's own credit usage, so you can see exactly where credits went, not just your account-wide balance. 

![](https://storage.crisp.chat/users/helpdesk/website/-/4/1/a/c/41accd17b39fe400/screenshot-2026-09-23-at-95941_qh5msg.png)

#### Check a story's credit usage

1. Open the story and click the **three-dot menu (⋮)** in the top right, next to your credit balance.
2. Select **Credits Usage.**
3. This shows the breakdown for that specific story: how much has been spent, and on what.

![](https://storage.crisp.chat/users/helpdesk/website/-/4/1/a/c/41accd17b39fe400/screenshot-2026-09-23-at-10001_1nn5p23.png)

#### Workflow credits vs. iteration credits

Credit usage on a story generally falls into two buckets:
* **Workflow credits:** the cost of your initial generation: turning your input (script, audio, idea) into the first pass of visuals, motion, and lip sync across all scenes. As a rough guide, a 1-minute video typically runs **70–80 credits without lip sync, 120–130 credits with lip sync.**

![](https://storage.crisp.chat/users/helpdesk/website/-/4/1/a/c/41accd17b39fe400/screenshot-2026-09-23-at-10074_j55kdl.png)

* **Iteration credits:** everything spent *after* that first pass: regenerating a scene's visual, redoing motion, reapplying a lip sync on a different character, any edit that triggers a new generation. These add up on top of your initial workflow cost, and are usually where a story's total climbs higher than expected.

  *Check Scene 9 below:*
![](https://storage.crisp.chat/users/helpdesk/website/-/4/1/a/c/41accd17b39fe400/screenshot-2026-09-23-at-10054_wlys4c.png)

💡 **Tip:** If a story's credit usage feels high, Credits Usage is the first place to check; it'll usually show a story with a lot of iteration activity (repeated regenerations on the same few scenes) rather than the workflow generation itself being expensive.