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Game Developers Are Frustrated With Unity's New Predatory Business Model

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GameSpot reached out to a number of game developers and studios on how Unity's new Runtime Fees could take a massive toll on the games industry.

On September 12, Unity Technologies--the company behind the popular cross-platform game engine Unity--announced it was rolling out a new business model. In the hours to follow, frustration, fear, and confusion from game developers spread like wildfire across social media--and for good reason.

In a Unity blog post, the company laid out a new monetization plan that now includes a Runtime Fee. This fee, Unity explained, is based on the number of times a game built with the Unity engine is installed. Games developed using the lower-cost plan will face charges once they hit $200,000 in revenue in a year and 200,000 lifetime installations, while Unity Pro and Unity Enterprise accounts have a threshold of $1 million in revenue in a year and 1 million lifetime installations before they are charged.

Once developers using the Unity engine surpass these thresholds, those using the lower-tier plans will have to pay the company $.20 per game installation while those on the higher-tier plans will pay anywhere from $.01 to $.15 per installation. The plan is slated to start on January 1, 2024, and will ultimately impact a number of popular games, such as Among Us, Genshin Impact, Cuphead, Hollow Knight, Firewatch, Outer Wilds, Cult of the Lamb, Pokemon Go, and countless others.

It didn't take long for developers to run calculations and realize the fees they would incur due to Unity's new business model would be astronomical--especially since the Runtime Fee would also work retroactively, meaning every studio with a game made using Unity's engine that had ever passed Unity's established threshold would be responsible for paying Runtime fees. Beyond that, developers also expressed confusion as to how Unity would obtain these numbers, what it meant for charity bundles and demos, how games in contracts with distribution services (such as Xbox Game Pass or Apple Arcade) might be affected, how piracy might impact their installation numbers, how bad faith actors could abuse installations to financially tank a studio, and several other pressing issues. Unity kept its responses to these queries vague and brief.

"We leverage our own proprietary data model, so you can appreciate that we won’t go into a lot of detail, but we believe it gives an accurate determination of the number of times the runtime is distributed for a given project," a Unity representative wrote when asked how they would track installations.

Rami Ismail, an independent game developer and noted industry spokesperson, is among the most vocal dissenters on X (formerly Twitter). Ismail was quick to dissect all the ways Unity--and bad faith consumers--could abuse these new fees.

"If you're a Unity developing studio, good luck if you ever piss off your user base," Rami posted. "Instead of tanking your Metacritic with a mass review-campaign they can now straight-up tank you financially by organizing a mass install-campaign."

As an initial response to questions regarding "installation-bombing," Unity wrote, "We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team."

For Marcus Clarke, an independent game developer working on the upcoming game Overmorrow and someone who is part of the LBGTQ+ community, this is one of his biggest fears.

"This change potentially opens up a direct method for marginalized groups to be targeted in a way that hasn't been possible before. We've already seen a history of minority developers who have had their games review-bombed for being 'woke,'" Clarke told GameSpot. "I am now in fear that any opinion I share uplifting LGBTQ+ and other minority people may put me at risk of being a target for potential 'install attacks'. It's not something I would like to have to consider in my choice of development engine."

At approximately 6 PM PT on September 12, however, Axios reporter Stephen Totilo stated that Unity executive Marc Whitten had reached out to him with an update amending and clarifying some of the company's more contentious terms. Whitten told Totilo that, after regrouping, the company decided that only the initial installation of a game will trigger a fee--a tactic the company is choosing to employ to reduce the "install-bombing" mentioned by both Ismail and Clarke. However, it's worth noting that installing games on different systems will trigger additional fees, meaning a title that a player downloads on Xbox, PC, and Steam Deck, for example, would incur three installation charges.

Whitten also said that most demos will be exempt from fees unless they are part of a download that includes the full game, such as titles in early access. In addition, charity bundles can be self-reported to keep them exempt from charges. Yet Whitten still didn't offer any explanation as to how this data would be collected or monitored.

Unity also addressed the assumption that studios in contracts with larger distribution services--such as Microsoft's Xbox Game Pass--would be responsible for paying the installation fees incurred through that service which, considering their reach, could be astronomical. Whitten stated that studios would be "off the hook" as distributors are responsible for paying these fees. He then cited developer Aggro Crab's relationship with Xbox Game Pass as an example.

I spoke with Aggro Crab studio head and art director Nick Kaman earlier that day about precisely this situation occurring. Kaman, whose upcoming game Another Crab's Treasure is scheduled to release on Game Pass next year, was quick to point out why it would also be extremely detrimental to game studios: If a distributor knows it will ultimately be responsible for paying a game's installation fees, why would it choose to distribute that game?

"Sure, Microsoft could step in and compensate for Unity’s decision, but it doesn’t feel like that’s their responsibility. Both ourselves and Xbox are happy with the terms of our Game Pass agreement," Kaman said. "Services like Game Pass aren’t the problem here when ultimately Microsoft, the developer, and the consumer benefit from it. It’s a valid business model that the new Unity fee inexplicably doesn’t seem to account for. Even in the potential case that publishers, investors, or distributors offer to take on the burden of this fee, won’t that just greatly disincentivize those sources funding Unity games in the first place?"

Some developers have lost trust in Unity all together. Among them is Necrosoft Games creative director Brandon Sheffield, whose team is currently using Unity to complete their upcoming title Demonschool. Sheffield explained his frustrations with the company and its "poorly thought through schemes" in an opinion piece published on his website, Insert Credit, shortly after Unity's initial announcement. Sheffield then reached out to GameSpot to discuss matters further.

"We've been working on a game for four years. In that time, Unity's pricing scheme has changed twice, they've gotten rid of the subscription tier we pay for and we're forced to bump to a higher one, and they have proved they can and will change financial agreements dramatically right out from under us, with absolutely no options on our part. They can't be trusted, and quite simply, you shouldn't use their product."

Sheffield also expressed skepticism around Unity's prior claim that charity bundles will be exempt from installation fees, explaining that " they have no way of knowing which installs come from charity bundles. There's no mechanism for that, only for platform origin."

A lack of data and mystery surrounding the mechanisms for collecting it are a recurring point of frustration for developers. And ultimately, it leads to a larger complaint against the company: Unity just doesn't understand how game studios operate.

"Unity's new pricing model shows an evident lack of understanding or interest in how many of its users' business models operate," Massive Monster creative director Julian Wilton told GameSpot. "There is more nuance than just selling a game to the consumer, including demos for marketing, deals with storefronts, and selling bundles of keys. Not to mention, anyone targeting a lower price point or free model for their game will be very much affected and will have a lot more trouble with scalability."

The Cult of the Lamb developer went on to explain that installs "do not always translate to revenue," and that the payouts studios receive from platforms can often take a considerable amount of time. If fees kick in before a company receives its payout, it could easily create "uncertainties in cash flow for developers." In an industry as volatile as the gaming industry, cash flow insecurity could easily halt production at smaller or even mid-sized studios--if not completely shut them down.

Massive Monster first entered the conversation after telling fans to "buy Cult of the Lamb now because we're deleting it on January 1," and statements like these are precisely what Aggro Crab's Nick Kaman thinks might help Unity understand the impact of its new policies.

Aggro Crab was among the first studios to share a message regarding the new business model, writing that these new policies have placed "us and countless other studios in a position where we might not be able to justify using Unity for future titles." Kaman told GameSpot that similar statements coming from different studios could be vital to reversing the decision.

"I personally would like to see other studios put out statements similar to ours that address how this decision affects their unique situations. We need legitimate sources like game studios and articles like this one to speak out and raise awareness, because a lot of this stuff is initially completely opaque to the average player."

Since then, the studio behind the massively popular Among Us, InnerSloth, has also put forth a statement. In it, the studio writes, "If this goes through, we'd delay content and features our players actually want to port our game elsewhere (as others are considering). But many developers won't have the time or means to do the same. Stop it."

However, statements against Unity are just the beginning. Strange Scaffold head Xalavier Nelson Jr. took to X with news that a "significant group of developers" are currently looking into taking a class-action lawsuit against Unity. When I reached out to Nelson, he told me that while details are being kept under wraps, he could "confirm that concrete talks are happening among some of the most significant developers in the space using the engine."

Additionally, there is reportedly division within Unity Technologies. In a since deleted X post, an employee wrote, "We communicated extensively internally how horribly this would be received. Stressed simplicity and an extensive FAQ detailing all edge cases."

GameSpot will update this piece with more information as it is made available.


awildjessichu

Jessica Cogswell

Jess Cogswell is an editor at GameSpot and an avid fan of coffee, anime, RPGs, and repurchasing games she already owns on Switch. Prior to GameSpot, Jess has worked for Uppercut, UPROXX, and Paste Magazine.

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nintendians

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just switch to a different new game engine.

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CyberEarth

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@nintendians: two issues with "just switch"

1) Games already developed and sold would be impacted. Even if a user installs it on a new PC or device *like Steamdeck), the Unity charges. There's no sale, but the developer gets hit anyways.

2) Projects that are years in development have to start over on a new engine. That isn't easy.

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nintendians

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@CyberEarth: 1. yeah those games are done for, when it's already release.

2. you could still have those game assets, but yeah learn a new game engine is going to be a set back, but as long is the owner of it doesn't do what unity is doing now.

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naryanrobinson

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This is just another form of insider trading. As old as stocks themselves.

1. Sell stock.
2. New policy.
3. Tank stock.
4. Buy stock.
5. Reverse policy.
6. Boost stock.
7. Sell stock.

I haven't looked into it,
but I'd bet anything that higher up in the company
there was a lot of Step 1 just before Step 2 this week.

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Ives74

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The specifics are so stupid and obviously meant to gouge, no one anywhere is defending this, and they are very clearly abusing the legal system. They'll probably pull it off.

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brain20035

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The fact that they can do this retroactively is just insane! How can they get away woth something like this??

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faithxvoid

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Damn dude.

Unity just speed ran becoming renderware

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ganondorf77

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Edited By ganondorf77

Oh, now you care about predator stuff happening.

for instance, you should have stopped publishing completely articles talking about anything ea related, since the "surprise mechanics" fiasco, (but for those that aren't biased to forgive them). Because this is how a better world might happen, with people caring and journalism integrity, and never forgive huge companies, no exception.

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faithxvoid

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@ganondorf77:

Yes!

Not reporting news because you feel emotionally about it is exactly how journalism works!

Finally someone gets it!

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ID0ntKn0w7

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If there's any intelligence behind this scheme at all, then they're seeing what they can get away with. Either way, burning every single one of your customers like this doesn't seem legal, and I do hope there are sufficient co sequences to persuade them to quickly reverse this decision

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Jaxith

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That's some real life, "I'm altering the terms of our arrangement. Pray I do not alter them further," stuff right there. Is it even legal to accept contract fees and then retroactively and unilaterally alter the contract to have everyone owe you more money? Maybe I'm naive, but I don't see this going through, and whether it does or not, I expect a lot fewer people are going to be choosing to use Unity in the future. A competitor will appear to take their place and make bank off of this folly.

I know it's not easy to make a stable and versatile engine, but when this is the alternative I fully expect someone to do it. Unity just shot themselves in the foot, and I'll be surprised if they're not on the way out after this.

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BDRTFM

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This is some ridiculous, shady shit by Unity. Has to be one of the scummiest moves ever in the industry. It sounds like some Suit hired their kid to run things who has spent the last 20 years living off of a trust fund or took a business course on the internet. The idea that they want to charge developers and/or distributors for installations prior to this new system is insane. I can't see any court allowing them to get away with this. You can't change your pricing model and tell people they owe you money for past installs. That's absurd. Companies should just refuse to pay for previous installs, pirated installs, reinstallations etc. and force Unity to take them all to court. They should also never use Unity again.

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Slash_out

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First thing, this is really bad and scummy by Unity. This also applies to PREVIOUS released games, meaning even games that were published under the previous contract are now impacted which I am not sure is legal.

BUT while I am sorry for the many indie devs that will suffer from this, I find it funny that many of those devs that use predatory practices are now finding themselves o nthe other shoe.

Now, to anwser some questions in the comments, demos, games sold for charity, non monetised games will not be impacted by this. But devs will most likely have to justify every copy sold which will be a pain for them.

Install and reinstalls used to count as many copies, the guys at Unity have now said that this will now just count as a one copy. No word on pirated copies but they will most likely count in the total.

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chriss_m

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Edited By chriss_m

“Rami Ismail, an independent game developer and noted industry spokesperson”

Ismail being your Twitter buddy doesn’t make him a “noted industry spokesperson”. He’s a tedious blowhard.

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DoomsdayHell01

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Wait a minute, let me see if I understood this correctly. So if I install a game, I uninstall it and reinstall it over and over again, like 50 thousand times. Developers will be charged 50 thousand times by unity for all 50 thousand times that the game was install?

What about Demos and pirated games, Developers also going to be charge for that by unity? That is a really Predatory Business Model by Unity if this is the way they are conducting their business right now.

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ID0ntKn0w7

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@doomsdayhell01: they walked that part back. And they're gonna be walked all the way into court

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Smokin105

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Edited By Smokin105

Although this is likely meant to benefit shareholders, I can't imagine the shareholders are feeling too good about any long term prospects right now either. They'll jump ship and be fine, but Unity will be hurting when they do.

The only way forward is for Unity to put their tail between their legs & reverse course, publicly fire the head person who championed this, and do something nice to the developers (that possibly hurts Unity) to say sorry and win them back.

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anduril1

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Why is everyone so mad? Won't nobody think of the real victims, Unity's shareholders.

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blaznwiipspman1

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This is a good reason developers should diversify. If they're a successful developer, they should think about creating their own engine. Even without doing something like that, there are tons of engine options out there.

If every developer uses the same game engine, this is the outcome...monopolies are never a good thing, and lead to greed. Use a different product, and create competition. I don't buy junk apple products, and my browser is edge, not chrome.

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m4a5

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@blaznwiipspman1: LOL no, you don't just "create a new engine". You sound like someone who's never had to seriously make a game.

The majority of people/companies that would use Unity are not giant and are not going to waste the vast amount of time or effort making their own engine 😂

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blaznwiipspman1

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Edited By blaznwiipspman1
@m4a5 said:

@blaznwiipspman1: LOL no, you don't just "create a new engine". You sound like someone who's never had to seriously make a game.

The majority of people/companies that would use Unity are not giant and are not going to waste the vast amount of time or effort making their own engine 😂

there are a lot of smart people out there who can build an engine from scratch. Do you think unity started off as a huge company? No, they were small at some point. These game development companies CAN create their own engines, the fundamentals are the same regardless, it just takes a lot of work. It might not be the best choice, especially for small developers, but bigger developers that make a lot of money should think about it.

Also there are tons of engines out there already, heck MS has its own slipspace engine, and I hope they think about licensing it out to these thirsty developers. That would be smart, and it would build more support, and a larger talent pool capable of creating the next Halo.

Honestly, MS should take this opportunity and go all in with licensing slip space engine. Undercut both unity and UE. I have a feeling the next Halo would be incredible if they did.

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m4a5

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@blaznwiipspman1 said:
@m4a5 said:

@blaznwiipspman1: LOL no, you don't just "create a new engine". You sound like someone who's never had to seriously make a game.

The majority of people/companies that would use Unity are not giant and are not going to waste the vast amount of time or effort making their own engine 😂

there are a lot of smart people out there who can build an engine from scratch. Do you think unity started off as a huge company? No, they were small at some point. These game development companies CAN create their own engines, the fundamentals are the same regardless, it just takes a lot of work. It might not be the best choice, especially for small developers, but bigger developers that make a lot of money should think about it.

Also there are tons of engines out there already, heck MS has its own slipspace engine, and I hope they think about licensing it out to these thirsty developers. That would be smart, and it would build more support, and a larger talent pool capable of creating the next Halo.

Honestly, MS should take this opportunity and go all in with licensing slip space engine. Undercut both unity and UE. I have a feeling the next Halo would be incredible if they did.

And do you know why pre-built game engines are so popular? Please, answer that one honestly lol

My point is don't be ignorant and suggest creating a game engine is viable for the majority of game devs...

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blaznwiipspman1

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@m4a5 said:
@blaznwiipspman1 said:
@m4a5 said:

@blaznwiipspman1: LOL no, you don't just "create a new engine". You sound like someone who's never had to seriously make a game.

The majority of people/companies that would use Unity are not giant and are not going to waste the vast amount of time or effort making their own engine 😂

there are a lot of smart people out there who can build an engine from scratch. Do you think unity started off as a huge company? No, they were small at some point. These game development companies CAN create their own engines, the fundamentals are the same regardless, it just takes a lot of work. It might not be the best choice, especially for small developers, but bigger developers that make a lot of money should think about it.

Also there are tons of engines out there already, heck MS has its own slipspace engine, and I hope they think about licensing it out to these thirsty developers. That would be smart, and it would build more support, and a larger talent pool capable of creating the next Halo.

Honestly, MS should take this opportunity and go all in with licensing slip space engine. Undercut both unity and UE. I have a feeling the next Halo would be incredible if they did.

And do you know why pre-built game engines are so popular? Please, answer that one honestly lol

My point is don't be ignorant and suggest creating a game engine is viable for the majority of game devs...

the answer is money and time.

Like I said...MS needs to step in and license out slip space heck yeah we going to the moon.

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m4a5

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@blaznwiipspman1: Exactly. And a lot of it (especially if you're aiming for AAA quality).

Eh, converting to an engine that's public facing might be harder than you'd think. Honestly, if MS can buy the sinking ship that is Unity and right it again, I'd be fine with that....

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ID0ntKn0w7

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@blaznwiipspman1: hahaha. Edge.

You're funny, man.

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blaznwiipspman1

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Edited By blaznwiipspman1

@id0ntkn0w7: I'm serious about it. I hate disgusting monopolies like apple and Google. To the point that I never use their products if I can help it. People need to realize how bad monopolies are. It's your patriotic duty to support the little guy and ensure competition. Supporting a company like Apple, that makes 75% of all profit in the phone industry is just not smart, they are a stinking monopoly. Nor is it smart supporting the search engine with a 95% market share. Let it sink in and let it sink in good.

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ID0ntKn0w7

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@blaznwiipspman1: ok but Edge is categorically NOT the little guy. Edge only exists because Microsoft forces it upon businesses and consumers who aren't savvy enough to realize there's competition. They also gutted their OS of all of its programs so they could sell back to their customers what used to be free, like the friggin' video player. Surely there's a better option than Edge

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lion2447

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"...especially since the Runtime Fee would also work retroactively,..."

I have no idea how any contract could have such a clause. It effectively means that Unity could force a developer to pay huge sums of money whenever they feel like (like Unity seems to be doing.)

I'll be really interested in this supposed class action lawsuit against Unity. This is Unity's pure greed plain and simple.

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mogan

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mogan  Moderator

Runtime fees? Man, Unity took WotC's OGL ****up as a challenge.

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KMik

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Not frustrated, enraged, unity one sidedly changed their own TOS and ignores their old contract.
Its like you sign a contract and the other side just changes it - even though they explicitly statet into that contract that they are not allowed to do that or that you can choose to go by "Prior Terms".

Its insane and everyone using Unity as a developer wants to get away from them, they killed their platform with this.

From Septemper 2022:

Without limiting the Terms, Unity may update these Software Terms at any time for any reason and without notice (the “Updated Terms”) and those Updated Terms will apply to the most recent current-year version of the Software, provided that, if the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2020.x and 2020.y and any Long Term Supported (LTS) versions for the Long Term Supported term as specified in the Offering Identification) according to the terms that applied just prior to the Updated Terms (the “Prior Terms”). The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Software (e.g. from 2020.3 to 2021.1). If material modifications are made to these Terms, Unity will endeavor to notify you of the modification. If a modification is required to comply with applicable law, the modification will apply notwithstanding this section. Except as explicitly set forth in this paragraph, your use of any new version or release of the Software will be subject to the Updated Terms applicable to that release or version. You understand that it is your responsibility to maintain complete records establishing your entitlement to Prior Terms.

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blaznwiipspman1

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Edited By blaznwiipspman1

@kmik: you forget the fine print in the ToS that every company adds. *terms and conditions subject to change

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Crazy_sahara

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Edited By Crazy_sahara

Sounds fair and reasonable, sounds like unity's refering to if our games purchased out of store from our platform a few will appear, if not who knows pirates just murdered the unity developer, would be more concerned with the player base then unity,, if on pc, however you have gadot engine, garage engine, wicked engine,

But the advantage of unity is it's robustness and reliability.

Overall if you know you'll make x amount you'll use unity due to time and money.

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StickEmUp

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Edited By StickEmUp

“If you're a Unity developing studio, good luck if you ever piss off your user base," Rami posted. "Instead of tanking your Metacritic with a mass review-campaign they can now straight-up tank you financially by organizing a mass install-campaign."

And you can bet they will, since so many gamers are petty f***ing children who would bring a company down because they think they deserve to, or because it’s funny to them. Basement dwellers in a relationship with their hand, who will never amount to anything have no problem doing something like that and then going about their day.

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dragonadamant

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Oh boy.

Question: Will this impact Cities Skylines II (Unity) ?

Question: What happens if a game gets mass-pirated and then installed? Does that still cause the game manufacturer to have to pay?

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USDevilDog

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Edited By USDevilDog

Unity cannot defend themselves here. Their tiered plan was already generating more than enough passive revenue for Unity Technologies. There was no need to change this monetary scheme, especially to something this aggressive. But, my speculation here is that ever since they went IPO in 2020 and made some questionable acquisitions, they now need to appease the shareholders and refill their coffers. As a result, Unity has become the very corporate bully that they have constantly complained about.

It is also worth questioning: how is Unity tracking installation? That seems to indicate there is an online authentication / token being sent when a user installs a software that was developed using the Unity engine. Does that mean they track MAC addresses and store them? This is not a good look.

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Karjah

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Thank God they did this now. I was going to use unity for the studio I'm starting.

I guess now I know to switch engines early.

Thanks Unity for showing your true colors.

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BeefoTheBold

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@Karjah:

Good luck with your new studio. I hope that it goes well.

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BeefoTheBold

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I am shocked, SHOCKED I SAY! that the former EA CEO John Riccitiello would do something greedy, underhanded and predatory.

The more things change, the more they remain the same.

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gamerboy100

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@BeefoTheBold: We already knew how much of a scumbag he is. This, however, is on a whole new level of scummy.

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fbplayer1086

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I can't see how it's even legal to retroactively charge devs for games that weren't under this plan. No dev in their right mind would ever sign this contract so I'm not exactly sure what the plan here is other than to short the stock and sell.

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gamerboy100

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Edited By gamerboy100

Wait, so it sounds like having to reinstall a game for any reason will charge the devs a fee. Is that true? Because that sounds pretty scummy and probably illegal.

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soulmuncher666

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Oh cool. They can just just demand extra $ for games made years ago when this wasn't the even the business model?

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JoeCollin

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Edited By JoeCollin

Not only is this absurd, unfair and unjust, but it makes me not want to buy Unity games at all. I can’t imagine I’m the only one. If nobody wants to support unity anymore, then the developers using Unity will also suffer from that, on top of everything else.

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StickEmUp

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@joecollin: Yeah, and if I did install a Unity game, I would feel obligated to either keep it installed or not install it again after uninstalling it. Imagine millions of people uninstalling and reinstalling the same Unity games over and over. Especially on phones.

There are tons of free mobile Unity games, and there are millions of people who don’t buy the micro transactions. So, if all those people went through the usual cycle of uninstalling and reinstalling when they got the urge to play again, while also not buying micro transactions, it could wreck a company.

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s1taz4a3l

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Cant blame it on piracy or recurring installs, thats childish mentality. Absurd some of the arguments like a single person installing the game over and over will make them go bankrupt.

What is going to put a cap is those charity 2 hour throwaway games made with unity that secure a few bucks per bundle to random developers.

They(unity) probably are taking advantage of TPM on computers and work from there to get their data.

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naomha1

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This is how you TANK your company, resell stock then bounce back with cheaper stock, increase your portfolio options and become a billionaire when stock options rise back up because you eventually get rid of this ridiculous business model. While Unity is a fantastic tool for game developers to use this is MOST definitely extremely predatory. The fact that they're making it retroactive is disgusting. NO DEVS saw this coming and if they did I'm 100% sure they'd have dipped into another engine for their game. This IS blatant theft on Unity's part and they are 100% ok with that. Absolutely gross.

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paulojlopes

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Edited By paulojlopes

Lets not forget how the higher ups at Unity have sold a huge amount of stock days before announcing this. Clearly they knew it wouldnt be well received and tried to pull some extra money through the situation.

Now what is expected since their stocks are dropping is for them to buy them back at a cheap price, backtrack on this plan to some extent (not all, they will still try to get a win-win situation) and get the stock to climb up again.

Its insider trading and its illegal, but hey, it only applies to some people ;)

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MigGui

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They’ll revert this in a week, or see their engine fall into obscurity. Not to mention they 100% can’t just retroactively demand that, imagine a game like Pokémon Go, which had literally a billion installs throughout its lifetime, suddenly owing Unity god knows how many millions. PoGo can afford it, certainly, but that bill applies to any viral f2p game.

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m4a5

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I don't understand how they looked at the industry standard of revenue sharing and thought to themselves that they can come up with something better like this (without significant backlash) 🤦‍♂️

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