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(1 edit) (+1)

"- you have to earn more than 200000 $ per year with your game"

Pardon my french, but this argument is fucking stupid. It's basically saying "I'm not going to gross $200,000 in any of my games, so this isn't a problem for anyone else." Which is stupid even when taken at face value.

"- WebGL games do not count. It will still be free, even if you make millions with it"

I'm reading and watching a bunch of sources stating that WebGL games will be counted per page runtime as a separate install. (ex. [Youtube]). If you have something from Unity saying they're not going to charge anything for WebGL, please post it.

https://unity.com/pricing-updates

Does the Unity Runtime Fee apply to web and streaming games?
We are not going to count web and streaming games toward your install count.

For now ;-)

People did not sign up for that kind of pricing model, when they opted to use Unity. Now they are commited, have invested ressources, time and have half finished products, they change pricing. So they might decide to change it again and charge for web games at a later point, for all we know.

That doesn't take away the fact that it is a patch on a poorly designed business model.

(+1)

I think that brings it to the point, the new business model is poorly designed. As was the old one: I did some searching and it turned out that the Unity development was funded by increasing debts in the past. Unity was never profitable. It had to crash eventually. Now it did...