Unity’s New Pricing Plan Unites Everyone Against Unity
from the fustercluck dept
Hoo-boy, if you pay even mild attention to the video game industry, you’re already going to be aware of the complete shitshow famed game-engine Unity has on its hands right now. By way of throat-clearing, you need to know how Unity got to where it is to understand what’s happening now. The game engine has enjoyed a successful rise in adoption and popularity in no small part because developers, regardless of size, could produce games based on subscription tiers without having to worry about or project just how successful those games would be. In fact, CEO John Riccitiello made some explicit comments as to the business model and why it was so great for smaller developers.
“There’s no royalties, no fucking around,” Unity CEO John Riccitiello memorably told GamesIndustry.biz when rolling out the free Personal tier in 2015. “We’re not nickel-and-diming people, and we’re not charging them a royalty. When we say it’s free, it’s free.”
This was a major differentiator from other game engines, such as Unreal, where subscriptions weren’t a thing at all, but royalties for games were. It was a major draw for Unity, particularly for, but not only for, smaller developers.
Well, that all changed recently. Unity unveiled its new business model and pricing plans and they are designed to milk money from developers, particularly smaller developers using the lower-tiered subscriptions for the engine, not for every copy of the game sold, like a royalty, but for every unique install.
The newly introduced Unity Runtime Fee—which will go into effect on January 1, 2024—will impose different per-install costs based on the company’s different subscription tiers. Those on the Unity Personal tier (which includes free basic Editor access) will be charged $0.20 per install after an individual game reaches $200,000 in annual revenue and 200,000 lifetime installs.
Users of Unity’s Pro and Enterprise tiers (which charge a separate annual subscription for access to a more full-featured Unity Editor) will pay slightly smaller per-install fees starting at $0.125 to $0.15 after a game reaches $1 million in annual revenue and 1 million total installs. The per-install fees for the paid subscription tiers are also subject to “volume discounts” for heavily installed games, going down as low as $0.01 per install for games that are installed 1 million times per month.

All of the sudden, once the threshholds are met, developers are essentially being punished every time a game is installed by being hit with a non-royalty royalty. Oh, and the pricing changes are retroactive, meaning that if you built and sold a game based on the old pricing model, it gets ported into this new model. It’s actually worse than a royalty, as several game developers have explained.
Beyond anger over retroactive changes, many developers also see the potential for player abuse and mischief in a world of “per-install” fees. Groups of gamers who are already liable to “review bomb” games they don’t like could theoretically start “install bombing” Unity games by repeatedly installing and deleting a game, costing the developer money with each new install. Pirated copies could also be included in the fee calculations, imposing a direct cost for illicit downloads that don’t provide any revenue for the developer.
Unity initially told Axios’ Stephen Totilo that the “per-install” fee applies even if a single user deleted and re-installed a game or installed it on two devices. A few hours later, though, Totilo reported that Unity had “regrouped” and decided to only charge developers for a user’s initial installation of a game on a single device (but an initial installation on a secondary device—such as a Steam Deck—would still count as a second install).
Sheffield points out that a success story like Vampire Survivors—which leveraged a 99-cent price to help achieve viral liftoff—would be much harder to pull off under the new Unity structure.
“Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then Unity takes 20 cents per install, and now you’re making a maximum of 46 cents on the dollar,” Sheffield wrote. “As a developer who starts a game under the personal plan, because you’re not sure how well it’ll do, you’re punished, astoundingly so, for being a breakout success.”
When it comes to all of this being retroactive to already released games, Unity may have a problem on its hands. While the company is claiming that it’s Terms of Service allow it to change the fee structure however it wants at any time, the company said the exact opposite, publicly, a few years ago.
That change in developer expectations is especially galling in light of a 2019 Unity blog post in which the company seemingly pledged that any changes to its Terms of Service would not apply retroactively to games made on older versions of the engine. “When you obtain a version of Unity and don’t upgrade your project, we think you should be able to stick to that version of the TOS,” the company wrote at the time.
Developers are pissed and it’s not difficult to understand why that would be. This is throwing every developer that built their games on Unity into chaos, wondering what fees they will be hit with, when they will be hit with them, with many of them either praying there aren’t more sales of their games or actively telling the public not to by them.
Some developers are going so far as to urge players not to install their games in light of the new fee. “Everyone buy Venba. But don’t install it,” developer Abhi wrote of his delightful cooking-based narrative game. “Come to my house and you can play it on my pc. I’ll serve Idli or Dosa for lunch.”
And angry developers and a completely broken system of trust isn’t the only trouble Unity is having as a result of all of this. It hasn’t escaped the industry’s attention that several Unity executives had the foresight to sell off a not-insignificant amount of the company’s stock just before this new pricing plan was announced.
According to Guru Focus, Unity CEO John Riccitiello, one of the highest-paid bosses in gaming, sold 2,000 Unity shares on September 6, a week prior to its September 12 announcement. Guru Focus notes that this follows a trend, reporting that Riccitiello has sold a total of 50,610 shares this year, and purchased none.
Riccitiello isn’t the only executive at Unity to sell a bunch of stock the week before the company’s Runtime Fee announcement. According to Unity’s market activity on the Nasdaq, several other Unity board members sold significant numbers of shares leading up to its “plan pricing and packaging updates.” Chief among them being Tomer Bar-Zeev, Unity’s president of growth, who sold 37,500 shares on September 1 for roughly $1,406,250, and board director Shlomo Dovrat, who sold 68,454 shares on August 30 for around $2,576,608.
Is any of this illegal? I have no idea, but I sure as shit wouldn’t be surprised to read in the coming days that the SEC would begin looking into all of this trade activity to see if any of it was undertaken in coordination with the business model change. And even if it’s not illegal, it sure is an awful look for the company. The feedback on the new pricing plan has been almost universally and angrily derided by the company’s customers and just before that predictably happened a bunch of execs sold off their stock. Stock that, as it happens, had been up nearly 40% year to date, only to suffer a 7% dip this past week. How convenient.
And that is all separate from Unity having to close two of its offices this week after threats were made to employee safety by what appears to be an out-of-state worker. Did this have anything to do with the new pricing plan? Who knows, but once again, the timing is convenient.
At the very least, Unity is having itself a very bad week. And the reasons for that are obvious. Surprise announcements of new pricing models that completely upend its customer base, the strong-arming pointing to a ToS to force older games into the new model with no heads up to previous customers that it was coming, all culminating in this breaking the promises the CEO previously made while that same CEO and other executives are making bank on stock sales leading up the announcement, and it’s obvious why developers are saying that there is zero trust in Unity moving forward.
Garry Newman, creator of Garry’s Mod and the Unity-based Rust, also announced Wednesday that “Rust 2 definitely won’t be a Unity game,” because “Unity has shown its power. We can see what they can and are willing to do. You can’t un-ring that bell… The trust is gone.”
And it’s unlikely to ever be regained. Bang up job all around.
Filed Under: enshittification, free, game installs, independent developers, john riccitiello, pricing plan, unity, video games
Companies: unity




Comments on “Unity’s New Pricing Plan Unites Everyone Against Unity”
This comment has been flagged by the community. Click here to show it.
If you’re disgruntled about Unity’s pricing model or some other reason do not like their technology, other 3d engines are available. Maybe it’s time to try some emerging technologies. For example, my web page has https://meshpage.org and https://meshpage.org/meshpage_4 and https://meshpage.org/view.php and https://meshpage.org/gltf_to_zip.php
so there’s plenty of good alternatives, and if the popular choices disappoint, it’s time to look at the fringe offering. If you still fail to find suitble, you can start a 3d engine project and show the world how to create good engine in notime, right to the 2035 olympics.
Re:
lmao fuck off
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Re: Re:
you’re still disgruntled that you’re not able to offer software worthy of praise in techdirt like the rest of us can do?
Re: Re: Re:
More, disgruntled that you’re using Techdirt as your personal advertising platform.
This comment has been flagged by the community. Click here to show it.
Re: Re: Re:2
That’s the future of anyone who gets their software finished and ready to meet the customers. Adverticing is a must after that, and when all the money went to technology development, its “free adverticing opportunities” that are driving growth. Techdirt is perfect platform for that since their trolling is spreading on the blogosphere like a wildfire.
Re: Re: Re:3
lmao you’re lucky Mike hasn’t tossed your ass into the spamfilter forever
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Re: Re: Re:4
you’d do the same, if only you could get your software finished. But somehow your only skill is trolling and the skillset doesn’t include writing software. Proper trolls can utilize their cave allocation for something other than just bashing other people. So it’s kinda necessary that if you troll your way up to the management ladder that there is equivalent software output also available. Once that software becomes finished, the next task is always adverticement, and trolls without tie and suit will be in disadvantage on the adverticement area.
Re: Re: Re:5
Except Meshpage isn’t finished. Hell, you’ve admitted as such on multiple occasions.
Your advertisement is one London bus that you refuse to improve upon because you think that’s all the advertising you need. That… is not a high bar to clear. You are never out-advertising even the trolls, because to this day nobody in London is using Meshpage.
Re: Re: Re:6
To be fair, nobody but Tero himself is using Meshpage. There are more people using old-school versions of RPG Maker than there are who’ve ever even heard of Meshpage—and I’m sure that eats away at a dude who thinks trolling a website is the absolute way to advertise an application that any open source software has been able to outperform since his application was still a half-baked dream based on a quarter-baked idea.
Re: Re: Re:7
I don’t even think Tero himself uses Meshpage, besides vaguely programming it to display 3D models that he downloaded from somewhere else.
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Re: Re: Re:8
i think you underestimate the amount of time it takes to verify quality of meshpage and fix all remaining bugs. While that activity isn’t the same kind of meshpage usage than what end users would be doing, the development activity is valuable part of meshpage.
Re: Re: Re:9
No one doubts there was time spent on Meshpage. Where people disagree with you that the time spent, or Meshpage itself, is valuable. It isn’t. Meshpage is not widespread, it doesn’t contribute to ongoing game development beyond your own machine, and it has absolutely no users.
The one thing you have going for you is having built Meshpage on existing code from your time at Nokia and desperately praying that several million Nokia users from several decades ago will somehow convert to active Meshpage coders, which is a meaningless prospect made all the funnier when you consider that you don’t even trust other humans to do what you want without brainwashing them.
Re: Re: Re:10
Tero Pulkinnen has his head so far up his ass, he can’t even grasp the basics of how to leverage Unity’s mistake. If what he wanted was more Meshpage users, he’d be pointing out how Meshpage is free-to-use game development software that can fill the gap that Unity will likely leave behind. Of course, therein lies a major problem with that gambit: Meshpage is a horrifically coded wreck that taxes machines just to display 3D models that can be updated in real time.
But you’d think that terop can do what terop’s always done, make exaggerated claims at how Meshpage is going to overtake Unity. No, he can’t even do that shit right either. All he can do is boast about how Open Source will be the death of all programming and how everyone who didn’t pay Unity enough (even those who don’t use Unity or code games for a living) now have to suffer the wrath of the copyright empire, because… reasons.
Copyright truly generates some of the most dumbfucked humans to ever walk the planet.
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Re: Re: Re:7
Except it was Richard Stallman himself that was trying to organize Free Software’s response to the treat of game programming to their operating system offering. This means their open source offerings are nowhere near the quality that gameapi builder is able to offer.
The real treat is these game publishing platforms like steam, who were going against the open source phenomenon, for example their license requirements for publishing in steam kinda required NDA and they had evil anti-open source bullshit behind the NDA.
You have to understand that meshpage and gameapi builder are the children of both worlds. Open source was there first, but web and game programmign went different route.
My approach to licensing is to try to follow every community’s internal rules, so if microsoft wants to use our software, they need to follow microsoft’s own microsoft-shop guidelines and recommendations. (using gnu compiler, which is explicitly impossible)
If open source people want to use our software, they can get it via open source license. Then different communities are just competing who can get best distribution deal for our software.
Re: Re: Re:8
Name one.
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Re: Re: Re:6
Current status is that:
1) feature development is finished
2) there’s only small number of bugs left
(including some gltf animation horror)
3) marketing and business activities are nonexisting
4) equity companies have offered their services, but those suggestions were rejected because spamming investors isn’t useful activity and up-front-cost of $3000 isn’t acceptable for that spamming plan.
Re: Re: Re:7
Nah, what’s going to happen is you’ve gatekept most of the functions that would be considered basic for 3D modeling software behind an invisible paywall and refused actually implementing them unless the government of Finland collectively sucks your cock.
Ah, I see we’re going with the idea that memory leaks and slowing your computer down doesn’t count as “bugs”.
You don’t fucking say?
Welcome to the real world, asshole!
Re:
(Cost of meshpage / value of meshpage) = ERR DIV/0!
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Re: Re:
You failed to include the amount of development activities ongoing in meshpage to the value of meshpage.
Re: Re: Re:
The problem with that logic is that the concept of Vaporware exist. Therefore, from a consumer standpoint development for a project that isn’t released has no value.
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Re: Re: Re:2
But my project is released via my web site and itch.io.
Any idea that it isn’t released is just hogwash.
My web site explicitly says this kind of measurement results:
MOST RECENT RELEASE: WIN: (0 days ago)
MOST RECENT RELEASE: LINUX: (3 days ago)
I.e. the development activity was completed 3 days ago and windows release came today.
Re: Re: Re:3
lmao nobody cares because better software exists
fuck off forever, you freak
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Re: Re: Re:4
There’s enough room for every piece of software in the wider world. You just need to take your head from the sand and try to see the world beyond your own backyard:
https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.pinterest.com%2Fpin%2F114982596705968205%2F&psig=AOvVaw21-Z_kr5fkNanWY_X1gmSH&ust=1694974089369000&source=images&cd=vfe&opi=89978449&ved=0CBAQjRxqFwoTCLic_dbcr4EDFQAAAAAdAAAAABAR
If better software exists, it means those developers are busy serving their customer base. This brings opportunities for fringe solutions that are not yet popular, as emerging solutions are the future in the same way as how children are building the future.
We are the world.
Re: Re: Re:5
How much does having all that room mean if no one wants to share it with you?
Re: Re: Re:6
Hell, Tero doesn’t want to share that room with anyone either.
Re: Re: Re:
Development effort is no guarantee that anything of value is produced, it is merely an investment, and like any investment can turn out to be valueless.
The best game engine adversitement going forward: 'We're not Unity'
Good old insider trading mixed with nickle and diming those who will be hurt the most by it…
Well that’s one way to ensure a steady and increasing amount of your current customer-base starts looking very hard at your competitors’ offerings.
Even if they do a complete backtrack on this they’ve shattered any trust they might have had and worse still by making the plan retroactive they’ve shown that any use of their products going forward carries a risk as just because they’re not charging today doesn’t mean they won’t start charging a week, month or year down the line with a timer that started ticking today…
Re:
Humble Bundle is rerunning a special “learn how to make games in Godot” bundle right now, so even the people who don’t even make games are all “fuck Unity, switch to something better”.
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Re: Re:
these are the people who will eventually pay for the unity’s price increase. The prices will increase in all the unity-supporting games, and it’s the children who are looking for xmas gifts and birthday presents that will suffer the most. Parents simply cannot afford to purchase the cutting edge games from the market, and thus the whole market will suffer.
Re: Re: Re:
lmao fuck off and stay gone
Re: Re: Re:
It’s not a matter of “can’t afford cutting edge games”. There is an ocean of games out there. I’m really not sure why I should treat games that use Denuvo differently from games that use Unity after this maneuver by the corporation.
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Re: Re: Re:2
You can just balance the equation. Count the amount of work that unity spent for their technology over the years and balance it to the horror and burden they inflict to their customers and you’ll have your answer.
If you consider the work amount insignificant and community did all the heavy lifting, of course it might mean difficult times for unity developers.
On the other hand, if unity developers made significant contributions to the status quo and enabled large sections of the game developers to enter the gaming market without significant difficulties, and the price increases are just minor annoyance, then unity might enjoy 2nd coming after the scandal burns itself out. You would need to purchase their stocks while they’re down.
Its just about how you evaluate their work.
Re: Re: Re:3
For the sake of argument, let’s say that games made by developers who use Unity do get more expensive and pass on the cost to their customers. That… is not “suffering”. Not remotely. Games are not nearly the must have thing kids absolutely have to have or parents absolutely have to get. If developers choose to price their products out of the range of consumers, and consumers choose not to buy them, and the market suffers… that’s on the developers. Not the customers. You don’t get to claim a moral high ground when people make a business decision to not pay you for overpriced content.
Hell, if anything, you’ve claimed that kids only have a choice between using Meshpage or vandalism to spend their time, so you’d think that not having access to games would be a good thing in your book, but gotta do what Tero Pulkinnen always does, say paragraph after paragraph of nonsense to vaguely suggest why not using Meshpage should be a crime punishable by death.
Re: Re: Re:4
But, if I reinstall Subnautica on January 1st, its going to cost the company money and they can’t just raise the price for me since I bought the game years ago. That’s absurd and I don’t trust Unity to consider my “first install” to have already occurred.
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Re: Re: Re:4
in unity’s case, there’s two kinds of developers. 1) the unity engine developers who just decided to increase prices, 2) the game developers that decided to use unity as a shortcut so they dont need to develop their own game engines..
The final offering for the end user is combined effect of both of them. It could be that unity development was more burdensome and annoying than many people in the gaming industry expected.
Re: Re: Re:5
Possibly? Just like developing any kind of infrastructure. But if your infrastructure costs too much, people aren’t going to buy it.
You keep wanting to make “going without expensive shit” a moral failing but that’s not how it works. “Going without” is exactly what your heroes at the RIAA ordered everyone else to do. The tradeoff is that going without means you don’t get our money.
Re: Re:
While the thought is amusing, they also have 2 Unity-based bundles in the same section right now.
Re: Re: Re:
Yeah, but look at the time remaining. Bundles are usually up for 20 days or so. The Unity ones were already up before this happened.
What do trust, credibility, and a spine have in common? They only take a moment to sever and they’ll never be the same even if they heal.
Re:
And unity lost the former because everyone who could say “no” was missing the latter.
Unity fiasco is a great example of why you shouldn’t invest in proprietary products.
Re:
So.
Only release games with open source code onto Linux?
Re: Re:
Everyone uses libraries built by someone else. You’ve got a good idea. Just have to be sure that it’s open source all the way down.
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Re: Re: Re:
and then watch steam reject your work…
Re: Re: Re:2
Steam has historically been very permissive when it comes to what’s been available in their marketplace.
Hell, I’ve seen plenty of indie titles on Nintendo’s eShop that make Isekai Demon Waifu look like a goddamn masterpiece. If your work doesn’t pass the incredibly forgiving standards of Gabe Newell, I highly doubt the issue lies with Valve Corporation.
Re: Re:
Sounds good to me.
Not to defend anything else Unity has done here, but this has been greatly exaggerated. Yes, executives sold stock right before the announcement. They also sold stock a month before that. And the month before that. And the month before that.
They’ve been selling stock in consistent amounts at regular intervals and reporting the trades to the SEC. And those amounts are, in most cases, pretty insignificant — Riccitiello’s 2000 shares are a drop in the bucket compared to what he has, and while Bar Zeev’s sale of 37,500 shares is much higher, it’s not unusual for an executive who’s acquired a large amount of stock in a buyout to sell a good deal of it off in the months that follow.
It’s not impossible that they knew this announcement was coming and decided to offload stock in advance (though that does raise the question, if they thought this plan was going to tank the value of their company, then why did they go ahead and do it anyway?), but if they did, they chose a way of doing it that looks enough like normal trading that the SEC’s going to have a hell of a hard time proving any corrupt action.
Re:
Oh, I just rememebered.
Two of Unity’s board directors are hedge fund owners.
And the CEO was from that Electronic Arts…
Re: Re:
Pretty sure he was steadily selling off as much stock as he was legally permitted to while CEO of EA as well, at least right up until the board kicked him out on his arse because the prices on it had been steadily trending down under his tenure with no sign of that trend reversing, no matter how many PR disasters he engineered there via horrendous monetisation schemes…
Re:
Yeah, Riccitiello’s holdings are somewhere upward of 3 million shares, him selling 2000 shares that vested for pocket money as part of a regular pattern of cashing out is kind of a nonstarter.
Re: Well known trick
So um.. This is an actual trick, They can cancel sell orders at any time. So if the firm is going down they setup a ton of advanced sell orders. Honestly they will set the orders years out so people cant say when they set the order was whatever when it was placed.
The trick is they cancel the sell order when things are good, and let it run when things are bad.
So if they let the orders process they know something.
Nobody is talking about...
Could some knowledgeable person describe how the install of the “per-install” is determined? Like, does the software phone home to Unity? (And, the installer, or the installed application?)
Re:
Nobody’s exactly sure. Unity’s just got some proprietary model that’ll allow them to estimate that number, but they’re (of course) not telling devs and others how that system works.
Re:
Quite a few devs have asked that question.
Officially, Unity claims to know via their “proprietary model”.
Though when pushed on some very pertinent details, they simply repeat their official line.
One of those pertinent details? Knowing if those installs are part of a charity bundle or not.
Re: Re: Nothing raises confidence quite like 'no comment'.
‘We’ll know thanks to our proprietary model and no we’re not willing to explain what that is and how it’ll work’.
Translation: ‘So long as we think we’ll be able to get away with it we’ll be charging for every install and if caught we’ll just blame the ‘model’ and claim it’s a minor mistake that’s not worth getting upset over.’
Re:
My guess is that it’s some combination of making up numbers and/or violating the GDPR.
We should find out for sure when a court forces Unity to disclose their secret method.
Took Wall Street three years to push the deciders at Unity Software to do this with the demand of more profit or else.
Unity is burning itself to the ground
Imagine pulling your game from Steam or other storefronts to avoid new purchases from bankrupting you… while all existing users can still re-install the game on new devices without limitation… thereby bankrupting you anyway.
Create a script to:
1) Create new VM
2) Install OS
3) Install game (pirated for extra LULZ)
4) Delete VM
5) Repeat
6) Bankrupt Developers while they wait for Unity to (not) resolve fraudulent installs.
Every new VM is a new “machine.”
Back when I worked for a company in the private sector, there was a stock trading blackout company-wide for 45 days before, and after any company announcement.
I thought it was some SEC regulation, but maybe not?
Re: Gaming installs
Honestly I doubt that hackers would bother with the effort of VM installs. I would expect some hacker to figure out how Unity tracks installs, reverse engineer it, and write a script to send massive numbers of reported installs and then publish the script. They could even rent use of the script as a service. “Pay us ransom money or get revenue bombed!”
Sounds like Unity adds more spyware to phone home. Good job.
I’m not a lawyer, but I don’t see how this is legal. A contract is binding between 2 parties, there has to be an agreement to change it. Presumably you need to accept the T&C when you open/login to an updated Unity SDK, so by not opening/logging in after the changeover date, you would never be presented with the new T&C and therefore never have to agree to it.
Of course you’d effectively be abandoning any ability to make changes to the game, so you couldn’t fix any bugs, or add new features. Depending on where you are in the development process you might have to scrap a nearly complete game before it can be released.
Re:
They snuck in changes that went unnoticed since April is what I heard.
Re:
Darth Riccitiello: “I am altering the deal. Pray I do not alter it further.”
Re: Re:
“Okay then, we’ll just use other engines”
-devs everywhere
Re: Re: Re:
Sadly engine choice is something made early in development so many devs will need to re-do emence amounts of work (and re train on a new engine) or just bear the bad deal.
Re: Re: Re:2
Or, bear the bad deal until the game has finished its business cycle and retrain/redo their work.
I’ve also seen tweets from indie devs that they might delete their Unity game because of this.
In any case, Unity is gonna see a massive drop in stock price…
Re: Re:
“The more you tighten your grip, the more game systems slip through your fingers.”
LevelPlay vs AppLovin'
The other scuzzy angle to this, and allegedly / potentially the real reason Unity made the per install fee change?, is to offer to waive the new Runtime Fee if developers switch to Unity’s own User Aquisition service, LevelPlay, instead of using a competetitor product, primarily AppLovin, thereby pulling all of that juicy user data in-house and using their dominant position to kneecap a competitive service. HT to Mobilegamer.biz
https://mobilegamer.biz/unity-is-offering-a-runtime-fee-waiver-if-you-switch-to-levelplay-as-it-tries-to-kill-applovin/
Not sure if “Nice business model, be a … shame … if something were to happen to it. Tell you what we’ll make you an offer you really can’t refuse” is strictly legal by tying a fee waiver to force your customers to use, and pay for?, another of your products, even in this day and age of end stage capitalism, but sure will be interesting to watch.
How is Unity counting game installs?
And if a developer disputes the numbers can they legally force Unity to disclose their methodology to provide a full accounting for the per-install invoices?
I’m sure Unity will retreat behind the shield of “Proprietary trade secrets the disclosure of which would harm our business” but for that to fly I suspect that Unity would need to show why developers should trust their accounting and that might, possibly, be a hard sell.
Or might be a tool where developers refuse to pay unless there is a complete and transparent accounting of the invoice provided by Unity which, if done right, could cost Unity far in excess of the fees they’re charging for the legal and accounting services that they’d need to provide a satisfactory justification for said invoice.
Re:
Assuming they actually HAVE said model.
Prior experience with similar issues points to… “We have zilch.”
Okay, they MIGHT have a way of tracking runtime installs. But only the numbers, stripped of context.
And I’m being generous here.
Godot
The Godot Engine, Defold, and Unreal teams probably can’t believe their luck after this little announcement from Unity.
I guess Unity learnt nothing from Hasbro/WOTC …
Even more, I’ve seen some devs that are making plans to delist their games before the new fees kick in – in yet another kick in the balls for game preservation efforts.
All of a sudden
@Timothy Geigner
The phrase in paragraph 7 (after the first graphic) should be “All of a sudden…” instead of “All of the sudden…”. Apologies for the pedantry. Keep up the GREAT work!