Last week, Unity rolled out a new look version of its controversial Runtime Fee in the wake of a seismic backlash from developers who felt the original policy represented an egregious act of betrayal for a myriad of reasons.
22.09.2023 - 20:17 / gamedeveloper.com / Unity Runtime / Marc Whitten / Unity Create / Runtime Fee
Next Up: Read Game Developer's interview with Unity Create President Marc Whitten , discussing the road to the changes below and what Unity has learned from the backlash surrounding the original Runtime Fee policy.
Unity's much-derided Runtime Fee is receiving a massive rework almost two weeks after its disastrous debut. In an open letter posted on the Unity blog, the company formally apologized for the chaos sowed since the announcement and revealed massive changes to the policy in response to a week of negative feedback from the game development community.
The Unity Runtime Fee will no longer apply to games built on Unity Personal. Developers on said plan will also be able to now earn up to $200,000 in revenue according to the terms of service. Those developers will also no longer be required to use the "Made with Unity" splash screen.
For developers on the Pro and Enterprise plans, the Runtime Fee will only take effect beginning with the next LTS version of Unity arriving in 2024. Games made on the current or prior versions of Unity will not be included, unless they are upgraded to the next version of Unity.
"We will make sure that you can stay on the terms applicable for the version of Unity editor you are using," the company wrote in its announcement.
Games subject to the Runtime Fee will have the option to either be subject to a 2.5 percent revenue share or a calculated fee based on "the number of new people engaging with your game each month." Unity says revenue and "new people" (phrased elsewhere as "initial engagements") can both be reported by developers, who will "always be billed for the lesser amount."
No game with less than $1 million in trailing 12-month revenue will be subject to the fee.
This is a massive shift from the previous plan, which promised to charge developers anywhere from $.001 to $.20 each time their game was installed. Those rates would vary based on which Unity plan a developer subscribed to and how many installs over a certain threshold their game achieved, and would be charged for all games made in Unity, even ones made on prior versions of the terms of service (though the company would only start counting installations after January 1, 2024).
In a conversation with Game Developer last week, Unity Create president Marc Whitten said that this fee was being charged to help invest in the engine, particularly the Unity Runtime executable. "We want to make more money so that we can continue to invest in the engine," he said at the time.
Now Unity is striking a far more conciliatory tone. "We want to continue to build the best engine for creators," Whitten wrote in the latest announcement. "We truly love this industry and you are the reason why."
Though Unity said the fee
Last week, Unity rolled out a new look version of its controversial Runtime Fee in the wake of a seismic backlash from developers who felt the original policy represented an egregious act of betrayal for a myriad of reasons.
On Friday (September 22), game engine Unity announced that it was making changes to its controversial upcoming Runtime Fee, and developers have been sharing their thoughts on the amended policy.
Unity have announced that they're making changes to their "runtime fee" in response to overwhelming negative feedback. The key changes are that the fees no longer apply to developers using Unity Personal, and will only apply to developers using Unity Pro or Unity Enterprise who upgrade the next version of Unity which ships in 2024.
It's been a pretty rough week for Unity and all of the developers who build their games on the engine. After introducing a new Runtime Fee based on the amount of times a game is installed, developers lashed out at the potential changes and their capability of driving smaller indie studios into the ground, specifically ones that offer up their games on subscription services like Game Pass. Many devs threatened to delay projects to switch to different engines, and it was an all-round disaster for Unity's image.
It was only a matter of time before Unity offered something in the way of a concession for the controversial install fee it recently unveiled to the horror of game developers. And while the company has offered an unambiguous apology for the way it initially planned to implement the runtime fee, it isn't backpedaling entirely.
Unity has done a 180 on a controversial new pricing scheme that users of its cross-platform game engine almost unanimously disparaged. A new pricing policy is still incoming, but it’s far less fraught for independent developers, many of whom threatened to leave the engine and platform behind rather than pay.
In an open letter to its community, Unity has revealed its reworked free structure and controversial runtime fee changes. Under the new structure, the Unity Personal edition will remain free and incur no runtime fee. The new cap before the fee starts has been increased from $100,000 to $200,000, and no game with under $1 million in trailing 12-month revenue will be subject to the fee. Interestingly, the new Runtime Fee will only apply to the next version of Unity that is shipping in 2024. Already shipped and current in-development projects will not be subject to the fee unless they upgrade to the 2024 version of Unity. In the post, Marc Whitten, leader of the Unity Create team apologized for what has transpired in recent weeks.
Unity has unveiled its planned changes to the controversial Runtime Fee policy that would charge developers fees on a per-install basis.
Unity has proven to be a popular video game engine. This engine also has proven to be quite popular for newcomers to the video game industry. As a result, we have seen quite a few indie games launch through Unity. However, this month was quite rocky for the engine as a new pricing policy was being implemented. Called the Unity Runtime Fee, the outrage that came with the policy spread online with protests and calling out Unity developers to change their engines or even delist their games.
The president of Unity Create, Marc Whitten, has published an open letter responding to the backlash over the recent Unity Runtime Fee announcement, and has outlined a number of changes that are going to be made to the policy before it’s enforced in 2024.
Re-Logic, the indie game developer and publisher behind the 2D sandbox title Terraria, has condemned the newly announced Unity Runtime Fee, and has announced that it is donating a substantial sum of money to two different open-source game engines, to help keep them “powerful and approachable for developers everywhere”.
Controversy at Unity seems to be the story that never ends at the moment. Though today it appears that the owners of the popular game engine may be about to concede, at least a little, on the Unity Runtime Fee announcement that set the developer world on fire last week.