Unitiy Fee

Started by therevills, September 16, 2023, 05:33:50

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therevills

Surprised not to see a thread already for this...

"The changes kick in after the game hits 200,000 downloads and earns $US200,000 ($310,000) in revenue and are due to come into effect on January 1, 2024"

So I dont see it affecting too many indie devs, but the AAA shops... it has started a big storm in the game dev world though...

Naughty Alien

..so what is Unity fee attached, once game reaches 'trigger' point?

Qube

I think there is a lot of overreaction to this to be honest. Probably because it's out of the blue and many don't understand what it actually really means for them.

If you've had over 200,000 downloads (in total) and taken over $200,000 in a 12 month period then you pay $0.20 for each sale after that. You don't pay a fee from day one sales. The threshold is even higher if you use the pro or enterprise editions, $1 million I believe. 

Overall if you're using the free version and your game had sold over $200,000 worth for a 12 month period I'd be happy to pay $0.20 for each sale after that. For example, assuming we've already hit the 200,000 downloads and sold $210,000 worth ( of your game ) in 12 months then you'd pay Unity $2000. If the next 12 months you sell a further $50,000 worth ( of that game ) then you'll pay $10,000. So you don't pay unless your game is really successful. Which works out that for a quarter of a million sales you'd owe Unity $12,000.

I think I could live with that, lol. Plus if you're using the pro or enterprise versions then the thresholds are higher and you pay even less. If I was making anywhere near those numbers then I'd not be using the free version anyway.
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Until the next time.

MrmediamanX

No way Qube, It's still essentially an installation tax. every other engine never taxes the dev for muti installs which includes console if I'm not mistaken. either way everyone has more or less jump ship.
It's a thing that doe's when it don't..