While Unity said it “set high revenue and game install thresholds to avoid impacting those who have yet to find scale, meaning they don’t need to pay the fee until they have reached significant success,” this announcement is not going over well with indie developers, many of whom used Unity Personal because of its cheaper and more accessible nature. For indie titles that have cheaper price tags and don’t make that much more than $200,000 but are installed a lot, the financial risk is clear. UnityĪccording to a chart produced by Unity, Personal and Plus plan holders will end up paying the big fee proportionally, with it being $0.20 per install. This chart breaks down the fees Unity game developers will have to pay. For smaller developers using the free Unity Personal plan, this threshold is for titles that “have made $200,000 USD or more in the last 12 months and have at least 200,000 lifetime game installs.” It doesn’t matter whether or not your game was released before January 1 or this announcement, the fee will still apply starting next year if your game boots up with Unity Runtime. For developers using Unity Pro or Unity Enterprise, games “that have made $1,000,000 USD or more in the last 12 months and have at least 1,000,000 lifetime game installs” will have to pay the fee. It explains that starting on January 1, 2024, games that pass certain revenue and install thresholds will have to pay the Unity Runtime Fee. Unity went into more detail about this in a blog post on Tuesday morning. Game developers aren’t taking kindly to the announcement as the new fee is financially punishing, especially for smaller developers using the Unity Personal and Unity Plus plans. The makers of Unity, one of the most popular video game engines, announced a new “Unity Runtime Fee” that is set to take effect next year.
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