One year after implementing a pay-per-download model that sparked outrage within the game development community, Unity is abandoning its runtime fee pricing structure and returning to a per-seat subscription model. The reversal comes after extensive consultations with developers who criticized the previous system for being unpredictable, potentially exploitable, and lacking transparency.
One year to the day since Unity announced its runtime fee pricing model , the software developer is canceling that program effective immediately. “After extensive consultation with our games community and customers, we’ve decided to cancel the Runtime Fee ,” said Unity CEO Matt Bromberg in the blog post announcing the news. Instead of the runtime fee , Unity will return to a per-seat subscription model.
They also claimed the per-download model could be exploited by malicious actors to run up fees on developers they don’t like. As a result, some developers publicly committed to moving away from Unity to other game development programs like GameMaker and Godot. Meanwhile, a group of mobile developers boycotted Unity by turning off ad monetization, freezing ad revenue payouts to the company. Unity took several steps to quell developers’ ire.
Unity Game Development Pricing Model Runtime Fee Subscription
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