A year after announcing a new «Runtime Fee» pricing scheme that outraged large swaths of the game development community and ultimately led to the resignation of then-CEO John Riccitiello, Unity has decided that it was actually a bad idea in hindsight, and so it's cancelling the whole thing.
«After deep consultation with our community, customers, and partners, we’ve made the decision to cancel the Runtime Fee for our games customers, effective immediately,» CEO Matt Bromberg wrote in today's announcement. «Non-gaming industry customers are not impacted by this modification.
»I’ve been able to connect with many of you over the last three months, and I’ve heard time and time again that you want a strong Unity, and understand that price increases are a necessary part of what enables us to invest in moving gaming forward. But those increases needn’t come in a novel and controversial new form. We want to deliver value at a fair price in the right way so that you will continue to feel comfortable building your business over the long term with Unity as your partner."
As a result, Unity is reverting to a «more traditional cycle» of considering pricing changes only on an annual basis; if the terms of use change in future releases, users will be free to continue using their current version of the software under the existing terms.
The «novel and controversial» pricing scheme Bromberg mentioned was a 2023 plan—"an astonishing scumbag move," in the words of Tactical Breach Wizards developer Tom Francis—to charge developers a fee every time a game was installed after it had passed minimum revenue and install count thresholds. This angered game devs for a few reasons: The financial hit and potential for abuse were obvious issues, but an even bigger problem for some was the complete loss of truth arising from the way Unity arbitrarily imposed the pricing changes.
«Even if they reversed this 100%, the damage is done. You cannot trust a partner who will alter the deal after it’s
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