It was THIS close to becoming a demo
I don’t know how well they work, but people are working on tools for navigating to Godot.
When I opened GitHub this morning, Godot was the #1 trending repository. So yeah.
Everyone with half a brain could have seen something like this happen from a mile away but yet here we are. If you lock yourself in with a proprietary vendor, they can screw you over later. See also Reddit. And if I were to venture a guess the same will happen with Discord.
So just release it as a demo then? Pay per install doesn’t apply to literally everything built in Unity.
Doesn’t it tho? I thought everything that looks like a download gets billed like a download…
It only kicks in after you make a certain revenue with the game (200k USD for Unity Personal and 1Million USD for Unity Pro). So if revenue is 0, it will never kick in.
How unity know your revenue?
The same way any company that has a contract dependent on the other side’s revenue (or the tax services for that matter) does it. If you use Unity you have to report your revenue, and if you are caught lying their lawyers are going to shred you to pieces in court.
Also, you’re liable for whatever amount their AI says you’re liable for. And you’re liable for whatever amount their install telemetry says you’re liable for. Whichever is greater.
You have to report your income to them monthly.
Until you make 200k you don’t get charged. So you’re likely fine to release it and if it’s successful port it to a different engine before you hit that.
Problem is that if you intent to monetize it then you might “accidentally” make a good game that is installed a lot and maybe you charged 5$ upfront via steam. Now you come by the 200k$ threshold and have to pay steam 30% and assuming worst case you have 500k installs.
Meaning you owe now unity 100k$.
So 200k - 60(steam)-100k is 40k$
You have now 40$ left to produce your game.
Even worse. If you have now stopped selling the game due to reasons. People reinstalling it will cost you 20 Cent
So wait. If I bought a game they can just brick it down the road?
Well yea, if you buy any digital game anywhere but GoG, I don’t know any others that have policies like theirs, you’re basically just renting it, you dont buy the game you just buy the license. GoG has a system set up to where you actually own the game, and if they went out of business tomorrow, you could still play your games fine.
Let’s say you happen to buy a game or dlc off of a second-hand site and redeem it on steam, origin, or whatever launcher. You use it, and it works, and you play for a while, no problem. Well, if that key you bought is flagged for whatever reason, and the publishers of said game can decide to revoke the license you bought, and that’s a wrap. Because that’s all you’re buying, even straight from steam or anywhere else - just a license. I used the second-hand website as an example because it does happen there. I haven’t really heard anything happening on legit purchases straight from a vendor, but the legal wording is all there, and what I described is possible.
$200k divided by $5 is 40,000 sales. You aren’t likely to have 500k installs from 40,000 sales…
no idea how much time and work it might take, the hype could die down in-between if it’s a long time
This is why it’s best to write your game to be engine agnostic with integration points.
But It does feel like a waste of effort until something like this happens.
Can you show me a single engine agnostic game? I don’t see how that’s even remotely feasible
I guess it would be doable by trying to write a bunch of wrappers around engine specific stuff, but holy shit development would be… ugh. Slow and ultimately a confusing mess to maintain still
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I’ve been living under a rock. What’s going on with unity?
They want to charge the developer a fee for each install of any game made with their engine
Sounds like an class action lawsuit
silksong?
Make like 10 “versions” that people can choose from. So it’s harder to get to the individual download threshold.
Should’ve used godot