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Unity adding a fee for devs for each time a game is installed, after certain thresholds

⁨735⁩ ⁨likes⁩

Submitted ⁨⁨1⁩ ⁨year⁩ ago⁩ by ⁨lazycouchpotato@lemmy.world⁩ to ⁨games@lemmy.world⁩

https://www.gamesindustry.biz/unity-adding-a-fee-for-each-time-a-game-is-installed

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Comments

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  • NecoArcKbinAccount@kbin.social ⁨1⁩ ⁨year⁩ ago

    Switch to Godot or FTEQW, screw Unity.

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  • Raz@lemm.ee ⁨1⁩ ⁨year⁩ ago

    Wanna bet he secretly has a bunch of Epic Games stock?

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    • Lemminary@lemmy.world ⁨1⁩ ⁨year⁩ ago

      They did sell their stock before this shit so I wouldn’t be surprised

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      • Raz@lemm.ee ⁨1⁩ ⁨year⁩ ago

        Looks like they know very well what they are doing. This seems illegal, but we all know they get away with it.

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  • MooseBoys@lemmy.world ⁨1⁩ ⁨year⁩ ago

    Starting January 1, a Unity Runtime Fee will be charged to any game that has passed a revenue threshold in the past year and a lifetime install count.

    Still shitty, but at least the fee only applies if you’ve already hit the revenue threshold. Maybe this is an ill-conceived effort to raise the floor on game prices (or price out low-cost ones)? A $60 game can afford a 20-cent extra fee a few dozen times. A 99-cent game is a non-starter though.

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    • BURN@lemmy.world ⁨1⁩ ⁨year⁩ ago

      That’s exactly what this is. They want to price out the $3-$5 games that unity is primarily used for. They make no revenue from those since the revenue threshold never gets hit.

      They’ll almost certainly lower the revenue threshold next too

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  • colonial@lemmy.world ⁨1⁩ ⁨year⁩ ago

    I can’t decide if they’ll get away with this or if they’re committing corporate suicide.

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  • HawlSera@lemm.ee ⁨1⁩ ⁨year⁩ ago

    And that’s why we need more than one standard

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    • smileyhead@discuss.tchncs.de ⁨1⁩ ⁨year⁩ ago
      [deleted]
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      • HawlSera@lemm.ee ⁨1⁩ ⁨year⁩ ago

        Play an AAA game in the past… 10,000 years?

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  • scrubbles@poptalk.scrubbles.tech ⁨1⁩ ⁨year⁩ ago

    This makes sense to me, it looks like it’s $0.20 for each install, only if

    • you have passed a threshold of installs
    • you yourself are charging for your game

    Which, I know Lemmy has issues with proprietary software, but if you are charging for your software and it’s built off this, I don’t think $0.20 is too much to pay them. Unreal takes a percentage I believe, sounds like this is a “keep the lights on” charge.

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    • Justdaveisfine@lemmy.world ⁨1⁩ ⁨year⁩ ago

      There are a lot of cases where this might suck if you’re a full time Unity dev. Getting on Gamepass was already a bit dicey as it cannibalizes sales, but now you got an extra Unity tax on that.

      Give a bunch of keys to a charity auction? Guess you’re paying extra. Got a demo that’s doing wonders on Steam NextFest? Those are installs. Is your game being pirated? Those look like installs, gotta pay up.

      I don’t think this will bankrupt any dev, but all those above decisions will hurt.

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      • schmidtster@lemmy.world ⁨1⁩ ⁨year⁩ ago

        I think gamepass doesn’t fall under you charging yourself for the game, so those devs may not be affected.

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    • TwilightVulpine@kbin.social ⁨1⁩ ⁨year⁩ ago

      Charging "per install" as opposed to "per sale" will be goddamn awful. At best it might lead to DRM where you'll have a limited number of installs before you lose the game you bought.

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      • neshura@bookwormstory.social ⁨1⁩ ⁨year⁩ ago

        Or more cases of devs saying “Just pirate the game, it’s cheaper for us that way”

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    • makatwork@lemmy.world ⁨1⁩ ⁨year⁩ ago

      Except steam will let you install something infinite times.

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      • Carnelian@lemmy.world ⁨1⁩ ⁨year⁩ ago

        Is that really how it works? That seems like a pretty egregious oversight if so, couldn’t groups of people bankrupt devs, especially small ones with small file size games that are easy to reinstall over and over?

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      • PixxlMan@lemmy.world ⁨1⁩ ⁨year⁩ ago

        That’s without a doubt not what Unity means here though

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    • vrighter@discuss.tchncs.de ⁨1⁩ ⁨year⁩ ago

      as already confirmed by others, it is per install, not per sale. Meaning that if you uninstall your game and mhen reinstall it, the dev has to pay twice. You buy the game and install it on your pc, and your steam deck so you can play it whenever you want? developer pays twice.

      that sort of thing

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    • Floey@lemm.ee ⁨1⁩ ⁨year⁩ ago

      The model makes no sense.

      Consider how it affects $60 AAA games vs close to free $1 games, it’s wildly disproportional and somehow the $1 game dev starts paying significantly earlier. Now consider how it affects games that make far less than a dollar per user, this is true of many free-with-in-game-purchase mobile games.

      Then consider demos, refunds, piracy, and advisarial attacks.

      It would have been simpler, more balanced approach, and have none of the pitfalls if they had just gone with a profit share scheme.

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  • ChaoticEntropy@feddit.uk ⁨1⁩ ⁨year⁩ ago

    Sooo… they want Unity games to be built with kill switches from this point forwards. A dev ends support for a game and makes it so that the game can no longer even be installed because otherwise they have to foot a bill.

    Fuck younity.

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