In response to widespread criticism and backlash, Unity has announced substantial concessions to its new game developer pricing, just 10 days after unveiling the initially unpopular changes. The contentious adjustments, which included a per-install fee that raised concerns among developers, have now been partially reversed with a series of significant modifications.
Unity Personal Plan Users Get a Reprieve
One of the most significant changes is the removal of the Unity Runtime Fee for users on the Unity Personal plan. This fee had drawn considerable ire, as it would have required smaller developers to pay for every game installation, including reinstalls by the same user. Under the revised policy, Unity Personal users can generate up to $200,000 in revenue without needing to switch plans, a substantial increase from the previous limit of $100,000. Additionally, the company is no longer mandating the inclusion of the “Made with Unity” splash screen.
Unity Pro and Enterprise Plans Receive Relief
Developers enrolled in Unity Pro and Enterprise plans can now breathe easier concerning the Unity Runtime Fee. They won’t be subject to this fee until they decide to upgrade to the next LTS (long-term support) version of the engine, which is slated for release in 2024. Existing games and ongoing projects based on older versions of Unity won’t incur the fee. Furthermore, this fee solely applies to those transitioning to the upcoming version, ensuring that users can maintain their current terms as long as they continue using their existing Unity editor version.
For those eligible for the Unity Runtime Fee on Unity Pro or Enterprise plans, payment options have been clarified. Developers can choose to pay either a 2.5% share of their revenue or an amount calculated based on the number of new users engaging with their game each month. Unity’s fee summary webpage specifies these as “initial engagements,” seemingly addressing concerns regarding double charges for users who uninstall and reinstall the game or install it on different devices. Developers will also self-report the data used to determine the fee, and they will pay the lower of the two calculated amounts, alleviating concerns about intrusive tracking and potential misuse.
Unity has additionally stated that no game generating less than $1 million in revenue over the preceding 12 months will be subject to the Unity Runtime Fee.
Unity’s Apology and Commitment to Developers
Unity’s response to the outcry reflects a conciliatory tone. Marc Whitten, Unity Create leader, expressed his regret, stating, “I am sorry.” He acknowledged that Unity should have engaged with more developers and incorporated their feedback before announcing the initial Runtime Fee policy. He emphasized the company’s objective to ensure continued support for developers and robust investment in their game engine. Whitten affirmed Unity’s commitment to listening to developers, working diligently to regain their trust, and addressing their concerns.
Unity’s reversal of these controversial pricing changes underscores the significance of community feedback and the company’s dedication to maintaining positive relationships with its developer base.