As a long-time gamer and indie developer who has navigated through the ups and downs of the gaming industry, I must say I’m pleasantly surprised by Unity’s recent decision to scrap their controversial Runtime Fees. Last year, the announcement felt like a punch in the gut for many small developers, including myself. But it seems that common sense has prevailed, and Unity is once again proving itself as a partner that developers can rely on.
In the previous year, Unity made a significant shift in how users utilize its widely-used game engine for video games. They instituted a Runtime Fee that affected developers whose games surpassed certain sales and installation benchmarks. However, this announcement sparked strong criticism, and after a year of attempting to regain the trust of developers, Unity has decided to abolish Runtime Fees.
Matt Bromberg, now serving as Unity’s CEO, published a blog post to declare the discontinuation of the Runtime Fee. In his words, “We aim to provide value in a fair and appropriate manner, ensuring your long-term business growth feels secure when partnered with Unity.” Bromberg assumed the role of CEO following John Riccitiello’s departure shortly after the announcement of Runtime Fees last autumn.
Moving on, Unity is planning to raise the revenue and maximum financial limit for Unity Personal to $200,000. For Unity Pro subscribers, there will be an 8% boost, raising the yearly subscription fee to $2,200. It’s important to note that Unity Pro is necessary for customers who exceed an annual funding limit of $200,000. Similarly, Unity Enterprise, which is essential for customers with an annual funding exceeding $25 million, will experience a 25% hike.
Immediately taking effect, there will be no more Runtime Fees charged. For those interested in tracking Unity’s financial performance following this change in strategy, we regularly disclose the company’s quarterly earnings reports.
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2024-09-12 21:27