from Hacker News

Unity plan pricing and packaging updates

by aschearer on 9/12/23, 1:55 PM with 526 comments

  • by danShumway on 9/12/23, 3:33 PM

    They're also introducing new DRM requirements for the editor (https://unity.com/pricing-updates):

    > Starting in November, Unity Personal users will get a new sign-in and online user experience. Users will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, users can continue using Unity for up to 3 days while offline. More details to come, when this change takes effect.

    Notably, Adobe Creative Cloud requires you to check in every 30 days to validate licenses. I feel like it takes some work to come up with a DRM scheme for a development tool that is more onerous than Adobe's restrictions, but what do I know?

    I certainly have never left a demo laptop unplugged for a week and then set up a demo quickly without Internet access and needed to make a quick change in my engine. That never happens to indie developers, so locking down the editor until they reestablish an Internet connection totally won't be a problem for them. /s

  • by Kapura on 9/12/23, 2:19 PM

    It's a shame Unity seems so intent on making itself unattractive to developers. I prefer writing c# to c++, and I think Unity's onboarding experience is much better than Unreal. But when it comes to a non-solo-development effort, when you need to start thinking about businesses and numbers and all the things that aren't making the game, Epic has made Unreal attractive, and partnerships with the Epic Games Store can boost that value even further.

    Unity's recent moves to me speak to a fear that they've more-or-less hit their market saturation point, and now they're looking to extract more from the developers who live in their slice of the pie. I fear this will make that slice shrink, which will create more fear, and then the problem spirals.

  • by dagmx on 9/12/23, 2:45 PM

    IMHO this is yet another failure of leadership at Unity.

    This will absolutely kill any incentive for the remaining indie devs to use Unity with such a low floor and flat cost. Whereas your game going temporarily viral would have been huge , now it’ll be a huge burden. Meanwhile Unreal is 5% after 1M.

    A progressive fee would have at least made some sense.

    As it is, Unity lags severely behind Unreal for both features and sentiment. The big markets for Unity were indie and enterprise. They’d ceded everything in the middle to Unreal.

    Epic provide megagrant funding to Godot, in what I imagine is a play to eat Unity from the bottom up. Unity will just accelerate that.

    And enterprise is fickle. They’ll switch to something else as soon as any project lead feels like it.

    Imho this is one more step down the road to the death of Unity. They have brilliant engineers led by very incompetent leadership.

  • by bodge5000 on 9/12/23, 8:17 PM

    A great move by Unity. Sometimes I find myself missing features from Unity after moving to Godot; a general purpose, strongly typed programming language and live editor changes whilst the game is running are my biggest examples, but thanks to these changes I'll never look back longingly at Unity again. Good work team!

    Funnily enough the changes have also made me look back into Unreal, I hear they have a proper Linux editor now and that their flavour of C++ is a bit nicer than I expected. I doubt I'll switch from Godot anytime soon, but worth a look.

    EDIT: I see the point being made a lot that this won't affect many smaller devs as they'll never make enough money to meet the threshold, however it seems to me that if your choice of engine makes you hope your project isn't successful, then it might be time to choose a different engine. Unreal engine devs hope their game will make enough to qualify for the revenue share, not because the revenue share is a good thing for them, but because it means if they're making that kind of money it won't be a problem.

  • by LarsDu88 on 9/12/23, 4:33 PM

    Boy, this is demoralizing. Unity needs to make money, but they just gave folks a great reason on the lower end a reason to switch to the completely free Godot which: - Will soon reach performance parity - Now supports C# - Is less bloated - Is FOSS

    Unity did have some great and useful libraries for doing things like animation rigging and editor customization. RIP

  • by fidotron on 9/12/23, 2:13 PM

    Unity is a tragedy. They have managed to fumble the technical aspects so much it drove people away, to the point they become more valuable as part of an ad business than an engine one. Their efforts outside the games industry don't appear to have as much traction as they deserve either.

    The question has already been "Why aren't you using Unreal?" and that's just going to get harder.

    Given the current VC taste for eliminating all things which count against gross margins now might be a good time to be an engine developer again.

  • by bcrosby95 on 9/12/23, 4:11 PM

    They also recently changed the pricing structure of their cloud build - they charge per minute used now. For whatever reason it takes their service 60 minutes to build our iOS game, which costs us around $4. It was kinda tolerable when we weren't getting charged per minute, but now it's just stupid to pay more money because their builds are slow as hell.

    We're kinda busy right now so we're paying the fee, but buying a mac mini for builds is definitely on our TODO list now, and once there's some slack in our schedule that will be done.

    We've also wasted weeks of time debugging bugs in their cloud system in the past, some of which were mysteriously fixed and they had no clue why. So I'm not even sure we've saved much time over just having our own in house build server.

  • by cheeseomlit on 9/12/23, 2:09 PM

    I don't understand, is this as absolutely insane as it seems? Am I reading this wrong? They're charging the game developer 20 cents every time a user installs the game? I must be missing something here.
  • by dindobre on 9/12/23, 5:15 PM

    So they basically tripled (4.5X actually) the cost of customizing the splash screen, to an amount that for non US based customers is a lot. I'm quite shocked, I was looking at godot with mild interest but now I'm actively hoping it picks up, this kind of changes are just insane and I'm guess things will get worse over time.

    And what about the install fees? Let's say my studio fails but people keep installing because of piracy or any arbitrary reason, am I going to get charged for the remaining of my life? It's just a shocking move

  • by moogly on 9/12/23, 10:27 PM

    https://twitter.com/stephentotilo/status/1701679721027633280

    "I got some clarifications from Unity regarding their plan to charge developers per game install (after clearing thresholds)

    - If a player deletes a game and re-installs it, that's 2 installs, 2 charges

    - Same if they install on 2 devices

    - Charity games/bundles exempted from fees"

  • by pavlov on 9/12/23, 2:55 PM

    Last year Unity merged with IronSource, a mobile app ad network.

    The writing was on the wall then. These “pricing upgrades” today are designed to drive more adoption of Unity’s ad network. Popular free games will have to start showing ads via Unity to pay for the new runtime distribution fee.

  • by ponytech on 9/12/23, 4:50 PM

    Godot is announcing a new funding program on the same day! https://godotengine.org/article/godot-developer-fund/ Coincidence?
  • by KMnO4 on 9/12/23, 2:15 PM

    The pricing is a bit weird. Their criteria is based on gross revenue of >=$200k. But instead of charging a percentage of that, they charge per install at a rate of $0.20/install.

    So if you made $200k off of 1M installs, you’ll now pay $200k and your total profit will be zero.

    I guess the assumption is that each install will earn you >>$0.20, but that’s a very generous assumption. What about a F2P game that has millions of installs but only a fraction support the game with microtransactions?

    There’s definitely going to be some cases where studios will owe more money to Unity than their game makes.

  • by Borealid on 9/12/23, 2:24 PM

    Perhaps missed in the discussion so far is that the Unity Personal license (the one that's free up to a certain sales volume) will now require an always-on Internet connection to use.

    That's a change from the past, and the FAQ doesn't provide a reason why. My guess would be analytics over licensing, but who knows really.

  • by bnewton149 on 9/12/23, 2:40 PM

    I’ve enjoyed using Unity for the last 6 years but this is a deal breaker. It’s just wrong and makes one wonder what other policies they’re considering.

    After taking some time to mourn I plan on looking into Godot. I expect to take a big productivity hit but at least I won’t be continuing to invest my time into working on a platform that is so anti-dev.

  • by Aeglen on 9/12/23, 2:32 PM

    Time to switch to Godot for my design-stage mobile game. The fact that they even came up with this, and worded it so poorly, reeks of incompetence.
  • by peteforde on 9/12/23, 9:17 PM

    This is brutal and devastating. They might as well have called the post "Party time is over, our MBAs need to make some money for our investors".

    In my case, this would be the final straw after years of baffling tech reorgs and broken promises, but I have such a massive sunk cost investment in Unity store assets that I am effectively locked in.

    All of that said, I would put serious money on this getting at least partially rolled back in the next few days. The blowback is going to be big enough that the investors might tell the MBAs to stop sacrificing their long-term profits for short-term gains.

  • by blincoln on 9/13/23, 3:40 PM

    There are a lot of things to dislike here, but it's particularly unbelievable to me that Unity would try to retroactively apply this change to games that were in development or released before the change to the licensing model. I've never worked in the games industry, but in every field where I've worked, that would be a company-ending poor decision.

    Imagine Sony suddenly trying to impose a per-playback fee on all existing and future factory-produced Blu Ray discs.

    Imagine Lockheed spending 5-10 years developing a jet fighter, then a year before it's finished, TI tells them that there will be a monthly usage fee for every TI chip used in the aircraft.

    Imagine a retailer spending hundreds of millions of dollars to roll out a new Fujitsu point-of-sale platform, then a year later Fujitsu says they're updating the license terms to require a flat fee for every customer transaction. Or worse, imagine that the Fujitsu platform runs on Windows, and Microsoft tells the retailer that the Windows licensing terms have been updated to require a per-transaction fee for every Windows device that has point-of-sale software installed.

    Maybe I'm missing something, but I'm completely failing to see why any business would continue to use a product that requires a long-term commitment when the vendor has acted this way.

    Is it a last-ditch cash grab to appease Unity investors? i.e. do they know that it will kill their platform, but they're hoping the tail end of Unity-based games[1] will generate enough licensing fees to recoup some of the investment money?

    [1] i.e. games already released, but still for sale, as well as games still in development but too far along to switch to another engine.

  • by tezza on 9/12/23, 4:43 PM

    No mention of WebGL installs

    * Do WebGL plays count?

    * This could bankrupt indies if too many people click the WebGL games

    * What Unity Version is this effective from?

    * Will games made on prior versions of the editor be affected?

  • by sammyoos on 9/12/23, 7:46 PM

    As a Unity developer, first this year our account manager told us our yearly fees were about to double and now runtime fees. One of the reasons we picked Unity was because of the fact they advertised (loudly) about the lack of runtime fees.
  • by matt3210 on 9/12/23, 3:13 PM

    Using small sandboxes with randomized hardware IDs, a malicious actor could really mess things up
  • by ddxv on 9/12/23, 2:16 PM

    "Once a game passes the revenue and install thresholds, the studio would pay a small flat fee for each install (see the table below)."

    This was not clear to me at first based on their table which currently shows 1-1000 installs as falling into the $0.20, but it's in fact actually the installs AFTER passing the threshold I believe. So assuming it was installs, it would be install 200,001 - 201,000 that would be charged $0.20?

  • by Cloudef on 9/13/23, 1:33 AM

    >How is an install defined?

    >An install is defined as the installation and initialization of a project on an end user’s device.

    Lmao, so if someone pirates your game the developer has to pay for it?

  • by jay_kyburz on 9/12/23, 8:40 PM

    We were paid a fixed price by Microsoft to be in Gamepass and at the time we had no idea how many installs there would be.

    We had over X million downloads of Void Bastards.

    I wonder how many people are scrambling to pull the game out of Gamepass right now :)

    Update: I updated my comment to hide the install numbers in case there was some rule that prevents developers sharing those numbers.

  • by bilekas on 9/12/23, 4:28 PM

    > We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.

    I'm sorry but maybe I'm missing something obvious.. Why are they making this seem preferable to developers? Also what does the runtime being installed have anything to do with the cost to Unity? This is mind blowing, i have to missing something.

  • by matt3210 on 9/12/23, 2:26 PM

    Must have spyware in the runtime.

    Watch your games get auto removed after the developer goes out of business or doesn’t pay RENT

  • by starburst on 9/12/23, 2:16 PM

    This cannot be right, how can this makes sense with mobile gaming? Unity has a HUGE market share there, so they know the number. How can free games ensure a 0.20$ per install? Why not go with X% of the revenue?
  • by matt3210 on 9/12/23, 2:41 PM

    Does this apply to existing games? I can see a lot of companies running on margins going it of business here.

    I wonder if this entire fee will be passed directly to the customer

  • by vnorilo on 9/12/23, 6:55 PM

    They hint that the install fee can be discounted if other Unity services (read: their ad network) are used by the game in question.

    I think it's a play to force f2p games to use their ad mediator as the install fee will effectively raise the cost-per-install for anyone using competing ad networks.

    Vampire squids doing vampire squid things. I'd expect them to get sued, and at least in the EU it seems likely to be difficult to defend.

  • by Zuiii on 9/12/23, 5:35 PM

    Ballsy to pull this stunt when Godot is so close to hitting critical mass (see Bender). Is this them seeing the writing on the wall and cashing in?
  • by appstorelottery on 9/12/23, 4:44 PM

    I've been developing in Unity since it was a two man company. Deep down when EA ex CEO took it over I knew it was all downhill from there... I'd subscribed yearly to the Unity licence for 14 years! Certified Unity Expert. Flew to EU for conferences. I remember saying to the founders in the day they should raise money and grow the company (I was the random guy using Unity for window displays and other business applications, running the water shader for 24 hours and seeing it degrade etc.). I made a great living out of Unity, particularly in the Wind Energy industry. It speaks volumes to me about big-capitalism that it's gone this way... but to be fair - the product was so fragmented towards the end - multiple versions to choose from for a new project - LTS builds. It honestly became a nightmare to develop in for me. I lost the joy of making stuff work... Unity 2015 was probably the peak for me...

    These days I'm doing WebGL and ThreeJS is not fun either with upgrades, depreciated functions.

    The whole ecosystem is a mess these days. I need to shave my beard.

  • by raytopia on 9/12/23, 3:15 PM

    Similar to when GameMaker: Studio switched to a subscription model Unity is about to shed a lot of users but will probably make mire money then it ever has.

    Also this seems to be targeting the mobile market more than other markets because of how large install bases are on that platform. 100M+ users for each popular mobile game * 0.01-0.02 = a lot of money for Unity.

  • by m-p-3 on 9/12/23, 9:33 PM

    https://twitter.com/AggroCrabGames/status/170169103683230926...

    I suspect this will significantly impact the Xbox GamePass lineup soon once it takes effect.

    Also, imagine that pirated copies or even multiple installs by the same users counts into hitting that threshold. I could see a malicious competitor pushing a lot of installs to hit someone else bottom-line and sink them financially with a minimum of risk for them.

    That new policy need to go back to the drawing board ASAP.

  • by consoomer on 9/12/23, 4:25 PM

    Unity has built a very impressive engine and runtime.

    With that being said, I have never had the desire to use it (or any other engine). Perhaps I'm a minority here, but I dislike engines and I dislike the idea of "building my own engine."

    I think you should set out to make the game. You begin by creating a window. Then you draw some pixels or render a texture. You add events and controls. You make the game logic and states. Then you have a game. It can take as little as a hundred lines of code to have a basic game up and running.

    From there, you make the thing you want to create. No more, no less.

  • by pixelbyindex on 9/12/23, 10:42 PM

    I haven't seen it mentioned here yet, but for anyone wondering:

    "How will Unity track installs?"

    > We leverage our own proprietary data model, so you can appreciate that we won't go into a lot of detail, but we believe it gives an accurate determination of the number of times the runtime is distributed for a given project.[1]

    [1] https://x.com/unity/status/1701689241456021607?s=20

  • by matt3210 on 9/12/23, 2:56 PM

    People keep saying this is not a monthly charge per install. The header clearly says “standard monthly rate” with various per install charges. An I not interpreting this correctly?
  • by CaliforniaKarl on 9/12/23, 7:44 PM

    The blog post: https://blog.unity.com/news/plan-pricing-and-packaging-updat...

    You are likely already paying a recurring cost to Unity, as per https://unity.com/pricing: Excluding the free Student & Personal tiers, the starting list price is $2,040 per year per user (for Unity Pro), going up to $4,950 per year per user for the top tier (Unity Industry).

    So, this is a new charge, which becomes active when the following conditions are met for a particular game:

    • # of installs, over the life of the game, passes 200k (Personal) or 1MM (Pro/Enterprise). • Revenue, over the last 12 months, passes $200k (Personal) or 1MM (Pro/Enterprise).

    Once both of those thresholds have been met, then you get charged a flat fee per install over the threshold. So, if you meet the Revenue amount, and you've had 200k/1MM installs, your next install requires you to pay a fee to Unity.

    This is all covered in the table at https://unity.com/sites/default/files/2023-09/NewFeeTable.pn...

    For games that are not being distributed through a channel (Steam, GoG, console/app store, etc.), this is going to be really annoying to track and report on. This is also going to be annoying for games that are distributed through multiple channels. Unity's probably going to get into the auditing game at some point; à la Microsoft, Oracle, etc.

  • by garganzol on 9/12/23, 5:36 PM

    Many companies start as bright locomotives of the tomorrow world, only to crumble into the valley of greed in the future. Unity is not an exception, it seems. For them, it's so much easier to raise prices and f%.k their customers than to truly innovate.

    Innovation requires talent, efforts and pain - and that's a scarcity, especially in the aging company which prefers an illusionary comfort to the true freedom.

  • by yalok on 9/12/23, 6:34 PM

    This is incredibly painful for indie devs.

    My app is totally free, done as a charity/side project for disadvantaged kids.

    I've been paying for their Plus plan - $35 a month. Now it will have to be $185 a month, or my app would have to have Unity splash screen...

    Very sad.

    Would have to figure out another engine to move to, preferably that has good native Web support as well. Any recommendations?

  • by madsbuch on 9/12/23, 2:15 PM

    This might be good for for Godot..
  • by Ekaros on 9/12/23, 2:26 PM

    I wonder if installs could be faked? So find a project that has revenue of the 200k and then appear to install it couple million times... Is this sort of scenario considered at all?
  • by stephc_int13 on 9/12/23, 3:29 PM

    I am not a fan of Unity, but this pricing style don't offend me.

    Per install fixed cost is a good way to avoid the race to the bottom and then the F2P nightmare that still plague the mobile gaming market.

    Before Apple invented the $.99 pricing tier, most mobile games were sold for $7-$20 and it was, IMO, a much better market.

  • by wpietri on 9/12/23, 2:12 PM

    I was looking at that table, which otherwise made great sense, but struggling to understand why Unity Pro and Unity Enterprise had cheaper per-install prices than Unity Personal. Part of the answer is that they charge up-front monthly fees to use it:

    https://unity.com/products/unity-pro

    So I see $2040 per year per seat for Unity Pro. That doesn't quite explain why the per-install costs decline with volume for Pro/Enterprise licensees, but I suspect that's just that the Pro/Enterprise are more sophisticated and have better negotiating power.

  • by Animats on 9/12/23, 7:30 PM

    > We will also add cloud-based asset storage...

    So your game is dependent on their servers, and they can kill your game?

  • by berkle4455 on 9/12/23, 2:11 PM

    Epic and Roblox are going to be very happy with this news.
  • by superchroma on 9/12/23, 11:35 PM

    they're not pissed off, they're afraid that the spectrum of release models will be affected by Unity's plan. They're afraid of sudden massive charges. They're afraid for their revenue. They're afraid that this feature will be implemented with as much care as the threatening emails they send to developers. They're afraid of the prospect of rewriting their games in another engine because there has never been time enough for that to be a good idea
  • by damsta on 9/12/23, 2:29 PM

    How does the install tracking work exactly? Do they fingerprint the device once you start a game?
  • by 3seashells on 9/13/23, 5:20 AM

  • by matt3210 on 9/12/23, 2:31 PM

    This being a monthly rate is insane. Does the game stop working if the developer doesn’t pay?
  • by gambiting on 9/12/23, 2:30 PM

    So I guess you can't make fully online games with unity anymore - the runtime will have to connect with unity servers at least once to report new installation.
  • by ponytech on 9/12/23, 4:12 PM

    I had been thinking about this for sometime but now it is time to switch to an alternative game engine. Thank you Unity for helping making my mind up.
  • by Jigsy on 9/12/23, 11:45 PM

    I thought people abandoned Unity after they partnered with that shady company?
  • by hanniabu on 9/12/23, 5:29 PM

    TIL you pay more the more your game is used. I thought these were just normal subscription pricing. I guess it's only a matter of time before this type of thing will be introduced into code editors like VSC and you need to pay based on how much your program is used. Middlemen rent seekers are a cancer.
  • by gsuuon on 9/12/23, 6:07 PM

    I wonder if this is an attempt to motivate Unity developers to produce higher quality (or at least, higher retention) games? This seems to heavily favor desktop experiences that are paid upfront and mobile games with high retention, while it would more or less kills hyper-casuals with low retention.
  • by tiptup300 on 9/12/23, 2:37 PM

    Anyone else miss XNA?

    There's MonoGame, but man, it's really a mess, they're still using Microsoft.XNA.Game;

    And I always have a hell of a time getting it hooked into Visual Studio.

    Recently started a C# project that renders using DirectX onto Windows SDK window.

    Hopefully I can continue along with that.

  • by ravivyas on 9/12/23, 6:32 PM

    20 cents per install is crazy.

    Mobile games are already a risky business with success hard to come by. Marketing costs for games has already gone up due to due to ATT.

    They are doing the classic chase current revenue while destroying future revenue thing

  • by binarynate on 9/12/23, 4:11 PM

    Commenters here are overreacting due to misunderstandings:

    - the per-install fee doesn't kick in until you've passed BOTH the annual game revenue and install thresholds (i.e. >$200k annual revenue on the game and >200k lifetime unique downloads)

    - the fee isn't monthly, it's per unique download (poor wording in Unity's chart)

    - you only pay the fee on the number of downloads over the threshold

    This new pricing will actually decrease the price of using Unity for many developers. Before, if your company's total annual revenue was >$100k, you had to buy a paid Unity license no matter what. Now those company's can use Unity totally free until their game reaches $200k annual revenue and 200k lifetime downloads.

    This licensing scheme is actually very similar to licensing the AVC/H.264 video codec from Via LA (for example, if you want to ship a build of Chromium with MP4 enabled). In their case, licensees self report the number of units they've distributed per year and pay a small fee on the number of units over 100k. If you ship under 100k units, there is no fee.

  • by readyplayernull on 9/12/23, 5:10 PM

    > cloud-based asset storage

    Last time I checked their storage limit was around 40GB, that's too little unless you are making 2D casual games. I'm making a 3D shooter that takes 300GB+.

  • by tekronis on 9/12/23, 6:24 PM

    GamesFromScratch has commented on this: https://www.youtube.com/watch?v=LlPOn0nAOeo
  • by wly_cdgr on 9/13/23, 5:12 AM

    My sympathy for indie Unity devs wrt this kind of thing is....limited. They made a deal with the devil, and now the devil has come to collect. Tough tits!
  • by gavanwilhite on 9/12/23, 5:00 PM

    Killing the Plus plan is the worst part about this. The cheapest paid tier is now $2000 / year, putting it out of range for side projects.
  • by gsuuon on 9/13/23, 7:08 PM

    This is pretty late, but - does this completely kill Unity web? I mean, if every visit to a web game is an "install" there's no way games are making enough to cover that scenario. I guess caches could mitigate this somewhat.. but a viral spike in traffic would become a huge financial liability.
  • by RobKohr on 9/16/23, 12:11 AM

    For those who are more code centric and like rust, https://bevyengine.org/ is a good alternative to godot as far as open source goes.
  • by phendrenad2 on 9/13/23, 12:54 AM

    So what are we using? Godot? Did the Linux Foundation turn Cryengine into something usable yet?
  • by matt3210 on 9/12/23, 3:16 PM

    If we save 0.2 per install by having Unity ads, does this mean the other ad sources drive less income? This effectively means the saved amount by using Unity ads is offset by the lost income from the no longer used original ad source.
  • by dschuetz on 9/13/23, 12:44 PM

    Today I've deleted my Unity-Account. They've got that EA stink after announcing those nonsensical pricing plans. Gee, I wonder why their CEO dumped Unity shares months prior.
  • by jschveibinz on 9/13/23, 2:47 AM

    Related cautionary advice for AI developers: be careful to design a business and revenue model that can survive the underlying licensing fees as they change (increase) over time. Cheers.
  • by manicennui on 9/13/23, 5:35 PM

    I don't quite get the outrage. I feel like most of the people commenting here haven't actually read the post.

    "We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user."

    "Only games that meet the following thresholds qualify for the Unity Runtime Fee:

    Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs. Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs."

  • by eljimmy on 9/12/23, 2:14 PM

    The claw of capitalism will always tighten its grip. Any software company that goes public has this problem it seems.
  • by teruakohatu on 9/12/23, 7:31 PM

    Will this end free game giveaways as free wil not cost the dev?
  • by MassiveBonk51 on 9/12/23, 5:36 PM

    Hmm.. I guess this is what motivates me to try Godot.
  • by droptablemain on 9/12/23, 4:03 PM

    Does this mean the developer has to pay a license fee if someone acquires and plays their game in a "non-standard" way?
  • by LarsDu88 on 9/12/23, 9:39 PM

    What product-market-fit does Unity have left?

    If you're an indie studio making small 2d or basic 3d games, you will use Godot If you're a big studio looking for AAA graphics capability you will use Unreal.

    There is no other reason to use Unity other than legacy asset store purchases and existing project maintainence.

    In 2-3 years those legacy projects will wrap up and Unity will be dead in the water as a company, mark my words.

  • by Geste on 9/13/23, 12:47 AM

    Curious as to why there seems to be so many replys on Unity News. Is there that many Game Devs on HN ?
  • by Explore3003 on 9/12/23, 3:13 PM

    Between this and the 30% commission charged by Game Stores, is there any profit left in gamedev anymore?
  • by ambyra on 9/12/23, 4:39 PM

    I wonder if the old versions of the editor will still run without the DRM additions in November.
  • by stolen_biscuit on 9/13/23, 1:24 AM

    Wow I wasn't expecting it to be as bad as it is. Charging per download and install and removing the cheaper tiers is ridiculous. Good news for any griefers out there who feel like making a particular game developer lose money, just download and install the game a handful of times. What a terrible decision by Unity, shame for all the developers who have spent years and years learning a powerful tool run by complete sociopaths
  • by no_wizard on 9/12/23, 2:12 PM

    are they only counting unique installs or do developers pay with any install? Like if i reimagined my machine and reinstall games does that mean they have to pay the install fee again?

    EDIT: The more I read the FAQ, the more I think this is a bad deal

  • by thrillgore on 9/12/23, 11:36 PM

    This is like watching a friend make a dumb decision you feel powerless to stop.
  • by everyone on 9/12/23, 9:56 PM

    how do they plan to even track revenue and also installs? Also what do they do if they say you are over the revenue or install threshold and just tell them to fuck off? Can they remotely kill your game???
  • by jakobson14 on 9/12/23, 8:05 PM

    Making me feel a lot more like using godot, or writing my own engine.
  • by daft_pink on 9/12/23, 10:06 PM

    I mean their company loses money. Seems like a bad idea though.
  • by mixedCase on 9/13/23, 12:55 AM

    This feels like a pretty obvious door-in-the-face tactic.
  • by herbst on 9/13/23, 7:49 AM

    It was about time. If splash screen gets expensive again it might be easier to catch unity games early and get my money back.

    To many low quality unity games out there.

  • by sovietmudkipz on 9/12/23, 6:56 PM

    I wonder if this will impact game.ci
  • by Takennickname on 9/12/23, 6:32 PM

    Honestly this is hilarious.
  • by lowbloodsugar on 9/12/23, 5:50 PM

    Unity spent $4.4BN to merge with an Ad Tech company. How is anyone surprised about this change?
  • by codingcodingboy on 9/12/23, 2:11 PM

    Money is not free anymore.
  • by nullifidian on 9/12/23, 2:35 PM

    "We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed."

    This reads as something insane. If a player replays a game on steam, redownloads it, the developer still pays for the installation? I know people who redownload games all the time, like tens of times over the span of several years. I hope it's imprecise language and only the initial install/download is counted.

    I hope these changes (whatever they actually are) won't push game developers towards developing games that milk users more, with loot boxes, in-game currency, cosmetics etc, and away from stand alone you-pay-once games, single player or multiplayer, only to be able to pay for the ongoing engine fees.

  • by kmeisthax on 9/12/23, 2:07 PM

    Oh boy. Anyone remember a decade ago when Adobe tried to charge a revshare for cross-compiled 3d engine code on Flash Player and it pushed everyone out of Flash development and to Unity?

    Also, this continues my pet peeve of disguising bad news with neutral headlines. If they had made anything cheaper they would have put it in the headline. "Updates" means "price increases".

  • by NotGMan on 9/12/23, 2:45 PM

    Oh boy...the mobile game studio who are already making little money per install are gonna go crazy.

    Unity right now is only massively used by 1) Indies 2) Mobile game studios

    They just made sure that all of those will switch tech.

    Unreal Engine has a much better license because it says that "it's not retroactively changable": so if you eg stay at Unreal 5.2 forever no new epic changes to the license will apply to you since the 5.2 license applies to you forever.

    RIP unity.

    Even if unity reverts this (which IMO they will due to backlash) all new mobile studio game devs will move to some other engine.

  • by jsharpe on 9/12/23, 2:21 PM

    Charging a monthly fee on game installs is absolutely wild, considering that most games on Steam are one-time purchases. The personal fee (for first world countries) is $0.20 / month. If you charged $10 for the game, you'd be losing money after only 50 months (around 4 years).
  • by GenericDev on 9/12/23, 5:40 PM

    Jesus christ. I'm so deep into my current game I'm hesitant to move away. But this is bad...

    I don't know what to do. I have a huge sunk-cost fallacy here.

    I guess I'm going to ship it and pray, and then never use Unity again.

    Jesus christ, what were they thinking?

    Fuck Unity.

  • by faefox on 9/12/23, 3:55 PM

    The ongoing enshittification of Unity is great news for Godot.
  • by tomnipotent on 9/12/23, 3:18 PM

    The amount of outrage from people with no P&L or game development experience in this thread is unreal.

    Let's look at fictional scenario for Vampire Survivors, and model 5M units sold in the first 12 months at $4.99 per sale. We'll also assume a Unity Enterprise plan.

        Units Sold:   5,000,000
        Gross Sales:  $24,950,000
    
        Steam Fees:
        $0-10M (30%): $3,000,000
        $10M+ (25%):  $3,737,500
        Total:        $6,737,500
    
        Unity Fees:
        0-100,000:    $12,500
        100-500k:     $24,000
        500k-1MM:     $10,000
        1MM-4MM:      $30,000
        Total:        $76,500
    
        Net Sales:    $18,136,000
    
    I can't be certain exactly how Unity is planning to accrue installs when determining installs over threshold, so treating it like brackets.

    So in this fictional scenario, the Unity fee is 0.3% of gross or 0.47% after Steam takes its cut.

    Even if we assume the average consumer downloads the game 1.2 times, that's still only $20k more. The bigger issue is how thresholds accrue, since that could push more installs into costlier lower threshold brackets.

    I'm not sure I see the outrage.