With most of the focus on new Apple products yesterday, Unity Technologies decided to drop a bombshell on game developers by announcing a new, per-install fee for using its Unity game engine.
In a blog post, the company detailed how that once certain revenue and install thresholds are reached, every install of a video game developed with Unity will incur a "Runtime Fee." That fee varies based on which version of Unity is being used, but will apply to every install of a game.
Below is the table Unity published detailing how the thresholds and fees breakdown once they are introduced on Jan. 1 next year:
Unity explains that the new fee is necessary because the Unity game engine consists of two components: the Unity Editor and the Unity Runtime. Unity argues that every time a Unity game is installed, the Unity Runtime is also installed to execute the game on the player's device and that warrants an additional fee. As Unity explains in its blog post, "we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share."
I think it's fair to say developers using Unity for their games are currently equal parts upset and in disbelief, which is understandable when you realize how pervasive this new fee is. For example, if a Unity game is sold to a Steam user who installs it on their gaming PC, the developer would incur the new fee. However, if that same user then also installs the game on their Steam Deck, the developer would incur the fee again. The fee would also apply per-install to games offered through subscription services such as Game Pass.
Game development-focused YouTube channel Gamesfromscratch uploaded a video summarizing just how poorly
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