“This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
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Demos, bundles, free week-end tryouts on Steam, free-to-play games and other specific cases all lead to high install counts without necessarily generating the matching sales.
It's especially stupid because Unity has good market share on mobile, which is a juicy market but with a fixed price per install, free-to-play and low-priced (0.99$, etc...) games will never choose Unity for new projects, because the percentage of revenue you will lose on those is going to be prohibitive.
A less worse metric to collect on would be actual game sales count, but that's still horrible for promotional sale events and low-priced games (assuming fixed cost per sale).
The sensible and simpler option would simply be a percentage of revenue past a threshold like Unreal Engine and CryEngine for example.
I see two possible outcomes:
* They stick with this pricing policy, and cash in on the fact that a lot of game studios are heavily invested in Unity at the moment and will take time to move away to extract a shit-ton of money short term in the meantime. Long-term it will probably crash and burn, but they're fine with it as long as they can milk enough before that.
* They wait for the outcry, say they've listened to the community, roll it back and introduce a more sensible royalty system with percentage of revenue, which the community grudgingly accepts since it's less worse than the initial option.>pirate game
>delete it and download it again 9 more times
>company loses $600
and thought this is a valid business strategy.
The target of this kind of hostility is _usually_ mainstream media, but nobody is safe.
It’s a weird mix of entitlement and hate that drives this.
I'd be surprised if it's anywhere near that exotic. It'll just be a webpage with a list of games you can pick, input a number of "installs" to fake, and it'll fire the requests off with Javascript. Or maybe a browser extension if they feel the need to distribute the requests. Half the gamers will install it at some point when their favorite absurdly over-hyped game flops.
There's not much need to run an optimized and complicated tool like JMeter when each request costs the other side $0.20. I wouldn't be surprised if a browser extension could get out something in the ballpark of 100 requests/second.
I assure you. That endpoint will not remain secret no matter how hard they try.
Like, a lot of Unity developers think they know C#. They really don't. Most of the Unity developers I have met know a very, very small subset of C#, and almost nothing of .NET in general. That's not meant to be any shade-throwing at Unity developers. It's just that they are, for most purposes, completely different things. I can't take someone who has been working in Unity for the last 5 years and easily put them on any other kind of .NET project. The same for going the other way. The underlying language commonality is the least of the concerns.
A small part of this is how most of the .NET framework isn't exactly great to execute in the middle of a hot update loop, but a much larger part is because of how Unity is built, having reinvented their own wheels for many things that could have been contributions to the larger .NET/Mono/CLR/etc ecosystem.
That seems pretty far-fetched for PC users. Either they copy their Steam library (or the standalone install) or not reinstall everything they own.
that also seems like it should not be legal no matter what you put in your TOS, at least in some jurisdictions it probably isn't (in the same way that e.g. conditional auto-termination contracts are no actually auto-terminating in many jurisdictions even if it's written in the contract)
Ironically most customers don't know and don't react accordingly. Generally the customer behaviour is that customers get spooked and pay anyway.
... but if they were to sue it would be a problem, which is why typically small companies try to follow legislation and big company with big legal department, don't necessarily care.
Contracts between businesses ("B2B") are far less restricted, there is no such thing as consumer protection for businesses. Whereas for consumers, terms of service are heavily restricted by a special law ("AGBG", basically translates as "terms-of-service-law") It is generally thought that business people are savvy enough to know what they can and cannot agree on. Therefore legislation and courts lean strongly towards providing greater freedom of business and contract in anything B2B.
And I think in most circumstances, a game developer who distributes its game to a wider audience is a business in the scope of the aforementioned discussion. It would only maybe not be a business if there were no monetary benefit of any kind, so no selling games, no advertisements, no publicity that could lead to monetary benefit in the future...
I also don't think "you'll agree to future unpublished terms" will work anywhere in the EU
It also apparently applies to already shipping games?
put new installs are not newly published products, i.e. they don't involve the publisher bundling in a new version of unity they got from the vendor
so while the installs are new the contract between the producer <-> publisher <-> distributor <-> unity is not
which means it's uniliteraly retroactively changing a contract
which sounds like very much not very legal
if you consider that the other contract partner is somewhat dependent on unity (switching is expensive) it might also involve other laws not necessary racketeering but something in that direction
and while unity might be able to terminate the contract with the publisher (by their lawyers sending them a letter, not automatic) this is between the publisher and them i.e. it shouldn't affect already sold products
but they explicitly want additional fees from distributor or publishers for _already sold products they have no control over_ which is just tbh. ridiculous
and even if it only affects newly sold products it's still affecting already produced product retroactively which still is highly questionable
If the answer is b, then I guess those involved should just slap themselves and swallow it instead of complaining.
TLDR: Bevy is in no ways ready for prime time. It's at least 3 years away from getting anywhere near where Godot 4.1 currently is and light years away from Unity in usability.
For 99% of games and hobby gamedev's though it's good enough (just like Unity). Given enough time and funding Bevy will get there, but such performance is becoming more and more irrelevant every year tbh.
Are you saying that would be a bad idea?
It just needs an editor (or even a gameplan for what an editor would look like), animation, halfway decent rendering pipeline... it's a very long way from production ready.
I went into it thinking I needed a bunch of ECS multithreading to make it run on an Oculus Quest 2, but honestly, it's completely unnecessary. Vanilla essentially single threaded Unity C# with careful asset optimization, and I get get ~60+ rigidbody running on a mobile chip at 72 fps. I haven't been able to survive a dogfight against more than 12 enemy ai fighters
Tim Sweeney was right, ECS for optimization purposes is overkill for most games and is best relegated to fancy particle systems (which is the route Unreal went)
Bevy has a very stable ECS architecture and is being intelligently designed and built for the long run.
Bevy's lead developer is working on the editor now and it's getting closer to landing [1, 2].
Bevy breaks things every minor release and is missing key features. If more people supported the Fyrox effort, then the rust gamedev ecosystem would be less vulnerable to a change in bevy's pricing structure just as this Unity change has impacted the wider game dev ecosystem.
Here, they put forward an unreasonable demand. Later, once the trolling emerges, they roll it back to be only on new devs with old devs keeping the old system. They get to seem like they “listened to the community” and the community ignores their still predatory pricing.
Even if this is a just an effort to roll out some less oppressive changes with less backlash than doing so immediately would entail (because they can now frame this initially planned roll out as indeed 'listening to the community'), this really just has clueless MBA stamped all over it, because the brand/trust damage here is serious, and that for a ship that's already sinking.
You locked yourself into proprietary-licensed solution and invited this upon yourself.
Companies going back and trying to alter the deal is a complete no go.
- Software that is open source that you can keep around, tweak and modify forever
- If the above isn't possible, then software that does not require internet connectivity or updating and can be run in perpetuity in an offline sandbox
- Hardware that is not internet connected and will run so long as the hardware is still able
- Bonus points for the above if there are openly available schematics
"Enshittification [to describe what Unity is doing] refers to companies that create a good product, then ramp up fees and deteriorate the service to take advantage of users who are locked into it."
Let's see, how many App Stores follow suit. Pay per play/install might sound like a wonderful option for some.
I don't think asking professional developers to pay fees is bad in principle. After all they get a lot of value from it. And they use it to make money.
One thing I do find really bad is that they retroactively impose a monthly model on content developed with a once-off business model in mind. I don't think that's fair. If you're going to do this, do it only going forward so developers can incorporate the cost in their business model.
I mean, if you spend millions on developing a game, taking two-three years to develop, surely you try to tackle any risks that might endanger the project. For example, by fixing the price on the foundation of your game, i.e. the game engine.
This is a huge change in the way this game engine will be considered for new games. If now during the development and full lifetime of the game the contract rules can change, gamedev companies will start to avoid these kind of contracts.
With this one change Unity made it so that they can now no longer be trusted to keep the agreed upon contract terms intact for the lifetime of the game.
If only they said this would go in effect for new, not-already-in-development-and-paid-for-game-engine, projects from January 1st, it would have saved them this breach-in-trust issue.
Those sorts of devs don't have a lot of leverage.
Utlimately, I guess it's a question of definition: can you point me to a commonly agreed industry definition of AAA and indie?
https://www.nintendolife.com/news/2021/11/looks-like-pokemon...
Say five years ago, I paid a company to build a house, who hired a contractor to build it and it was completed in a year. Nowadays, I open the door daily. Now the contractor goes to the company, saying that from January 1st, every time I open the door, the company has to pay a small fee to the contractor, because they built the house with the door five years ago.
How is that even legal, even in a B2B context? As a company, you have no control over the number of installations. How can they even measure the number of installations for games released 5-10 years ago?
It's like how I can't buy a Rolling Stones CD and then play it on the radio for millions of people without paying them. I never bought the music, just the right to listen to it privately.
But it is license based? Wow, that is quite a risk to take as a gamedev, to tightly-couple your game with a third-party company's tooling, who can change their terms at will, so you can no longer use their tooling.
I understand that you buy a license, but surely you can buy a permanent or fixed license for a lot more money, to take away the risks of having to pull your game from distribution due to licensing restrictions.
It sounds like a dumb move from unity, to create so much uncertainty.
https://www.sec.gov/Archives/edgar/data/1810806/000181080623...
For comparison: Epic Games employs about 3700 people. That includes the people working on Fortnite and the Epic Games store.
Edit: the stats might be a bit questionable though.
Seriously though, that is an insane number of employees. It sounds like another case of poor leadership that thought there'd be free money forever.
The fact that they weren't profitable just makes it even more pathetic.
Funny you're saying that when so many US companies are losing billions if dollars and viewed as successful :)
Try "year of the submissive worker" maybe "year of the dominated worker" and see how that tastes in your mouth.
It's workers lack of unionization and enforced professional ethics that means there are no consequences for being "greedy" and that being "greedy" is in fact a winning strategy in the game of prisoners dilemma.
It's convenient when someone else is doing something wrong and they need to change, but if you want change, you need to look in the mirror and ask what you are doing wrong and for most of us, that is failing to unionize in order to get a seat at the negotiating table and therefore being able to check otherwise unchecked CEO/Board power.
Wage is a measurement of power, not value. Wage is capped by value provided, but scales with power.
Did you mean: "Wage scales with value provided, but is capped by power". It seems to make more sense to me.
On that presumption, I found it incredibly surprising people latching onto it for VR dev, and considering most Unity VR games all share the same look (cartoon-y; basically look at A Township Tale and compare it to Orbus and Zenith), that further cements my view of Unity not being a serious high-quality capable engine to be using, unless I want to throw quick non-sustainable projects together.
This news about Unity being even more expensive definitely doesn't help my view :p
100% of my lifetime AR profits are based on Unity such a strange wild west time but I got out of that market very quickly when it became a lot easier to build these simple demo apps. I still remember the "wow factor" and people running around the office showing all their colleagues how you could see their products through a tables/phone.
Anyway just use unreal engine.
What Unity probably wants or needs is to take a cut off the large successes. That’s where all the money is.
The problem is that they aren’t involved in distribution.
This per/install model is trying to solve this by turning Unity into some kind of malware. A completely tone deaf move.
Why not build business relationships with the companies that have been successful with Unity? It’s in the interest of both sides that Unity and its ecosystem are stable, improving and growing.
Isn't the simple solution to just tax the companies a percentage of the revenue? Isn't that what Unreal do?
so it's very different.
How is that compatible with the GDPR which has been interpreted by courts in a way that it forbids sending any network packets to the USA, no matter if the user consented to it or not?
For reference, see the rulings which deemed Google analytics illegal independent of consent.
Something along the lines of "we can't identify the device so we have to count it as a unique install"
The post you're replying to seems to be more meaning "they shouldn't be receiving any information from (un)installers anyway".
So, them being able to count installs at all is the problem.
Source: https://forum.unity.com/threads/unity-plan-pricing-and-packa...
use data in compliance with GDPR
That is what Google also claims.But the curts have ruled such claims from US companies are worth nothing because the US government has access to that data and has not made such claims.
Therefore it is very likely they will rule the same for "IP soandso installed software soandso".
Even the last few games sold outside Steam still need some launcher whether it's from Epic, Ubisoft or whatever. Sure, you can install a game from 2004 completely offline but that's not a Unity game.
The vast majority of indie games do not require a launcher.
Either way it doesn't matter because Unity will just require an internet connection during installation and 99% of players won't notice or complain.
This is definitely one of the dumbest choices I've seen a company do.
Props to Unity for speeding up their own death.
You could theoretically write an 'install bombing' tool that sends fake install notifications straight to their server (or modify the game executable to do it repeatedly). You can't trust the client, especially when dealing with PC games.
Hopefully Unity will anticipate this potential abuse, and filter out repeated 'installs' from the same IP address. But they don't seem to have anticipated free demos, pirated copies, Game Pass, or charity bundles before announcing this...
> the same ip address
Unity confirmed that this is part of how they intend to do it. That's why the meme scripts so far make a point to cycle up addresses or use rotating proxies per install.
The other part of the methodology that unity confirmed is "proprietary internal models that can't be shared but are GDPR compliant". Somehow.
I wonder if this could be used as a way to target civilians as part of a larger cyber war, like in the Ukraine conflict?
It is an actual liability to use Unity, and there is no way to avoid it. Anyone can directly hurt them by simply installing a game multiple times on multiple devices. Bonus, developers can hurt other competing developers!
It is such an idiotic move it is criminal, and I am hoping that they get slapped with a class action lawsuit if they don't recede on it.
The worst part is that, even though I'd love for everyone to just switch over to Godot, game studios cannot simply "change engine" and they absolutely know it. So for them to just come up with completely unreasonable terms, with no possibility to not agree to it? You are forced to accept to give them an arbitrary amount of money that is spat out at the end of the month by a proprietary, closed source system that is basically BUILT IN MALWARE IN EVERY SINGLE UNITY GAME.
That's actual fucking robbery.
They can't simply force users to accept to give them 110% of your revenue, or else, AND expose them to direct damage while doing so. This cannot be legal.
Absolutely shameful. I seriously hope that no one will ever consider Unity again after this stunt.
If someone gives you something that is vital for your product for free, and the license does not guarantee your free usage in perpetuity, and you can't take the source code and maintain things yourself if the vendor changes their mind, ... surely that's on you then?
Did you think they didn't need to buy food and pay rent?
To me as a complete outsider this move reeks of desperation on their part, not malice. Maybe you should have taken steps to prevent this instead of complaining about it after the fact?
Turns out you can't pay people in exposure forever.
> Did you think they didn't need to buy food and pay rent?
Poor multi-billion dollar company Unity Technologies has managed to corner the entire segment of the market in 18 years and now they have to pay for food and rent.
We cannot have an advanced society where everyone lives and works in tiny self-reliant bubbles that are hugely duplicative of effort because they cannot trust others not to rip them off.
(Think about it, HN: do you really want a world in which nobody ever dares buy any SaaS or ongoing-license product, making those unsaleable and unstartupable?)
That said - both Epic and Valve are private and that is probably the better razor. Be extremely vary VC/Public companies because they will come under pressure to slaughter golden geese when the time comes.
I just think their customers should have seen it coming from a mile away.
Capitalists are going to capitalist.
Just like I thought the cloud customers should have anticipated that the cheap introductory lure offers would eventually run out and then they'll have to pay real money for the services. I'm a bit daft like that.
Others will have considered it and weighed it up like any other risk. It's possible that a terrorist will destroy your warehouse, but the chances are so low that it's not worth shutting down your business over. You're still entitled to be angry at the terrorist for doing it, though.
This isn't even a normal 'capitalists being capitalists' move, this is a 'capitalists going insane and dousing everyone in petrol' one.
For me, I just went back to doing web development. For someone in the indie game market, you either develop in Unity or cut yourself out of the employee pool.
Unity isn't doing what Unreal did and asking for a cut of every sales. That would be surprising, that would be impactful, but that would be a manageable amount of money.
Unity is asking for a fee on every _install_ of the game, even if it amounts to one single sale of the game. Quoting their FAQ[0]:
> Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
> A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.
That means that if you sell a game for $1, and if a user reinstalls it 6 times over the course of their ownership of the game (changing computers, just uninstalling/reinstalling to free up space every now and then, adding or removing mods, etc...), and you made more than 200.000 sales... You now owe Unity $1.20 for that user. And you only earned $1 from that user. Sure, you can pay Unity 1500/year/developer to rise the threshold to $1 million and lower the fee to $0.15 per install, but that's not a "deal". That's a racket.
This is absolutely, completely unsustainable. And not like "this will cost some money to companies" unsustainable, more like "it will be cheaper to hire people to port our game to another engine" unsustainable, as the person handling the business side of Among Us stated yesterday[1]:
> This is legit the kind of math I'm doing too. I've learned that Unity's fee won't be retroactive which is delightful, but also Among Us gets enough dls per month that I could just hire two whole people to port AU away from Unity instead of them taxing us for 0 added value.
And that's not accounting for business models like bundles or game passes. AGGRO CRAB, the developers behind the upcoming "Another Crab's Treasure" game announced earlier this year and coming out early next year, has stated that they are unsure whether their GamePass release will be sustainable for them[2]:
> This means Another Crab's Treasure will be free to install for the 25 million Game Pass subscribers. If only a fraction of those users download our game, Unity could take a fee that puts an enormous dent in our income and threatens the sustainability of our business.
To be more exact and add some context, as reported by journalist Stephen Tottlio[3], Unity executive Mark Whitten stated that the fee would be sent to Microsoft:
> As for Game Pass and other subscription services, Whitten said that developers like Aggro Crab would not be on the hook, as the fees are charged to distributors, which in the Game Pass example would be Microsoft.
This will, however, deincentivize Microsoft to publish games made by studios who use Unity because Microsoft would be potentially publishing at a loss, which of course they don't want to do. So, not the exact same impact to developers, but the same difference for them.
And of course, that's not accounting for all of the "freemium" models here and there. And I don't mean microtransactions, I mean games that lock part of the content behind a paywall but propose access to most of the game for free. That business model, sustainable so far, is now literally going to end up with Unity asking for more money than you earn a year. (and yeah, this is a real risk for some companies. Anduo Games, the company behind the NSFW game Third Crisis, is still wondering if they're in that exact situation and what they can do about it[5]).
This move is just bonkers. Like, it's a business model where just using a game engine means that you can end up owing more money to a company than you earned over the lifetime your game.
And this is why people are not happy about this move.
[0] https://forum.unity.com/threads/unity-plan-pricing-and-packa...
[1] https://twitter.com/forte_bass/status/1701696983617180010
[2] https://twitter.com/AggroCrabGames/status/170169103683230926...
[3] https://www.axios.com/2023/09/13/unity-runtime-fee-policy-ma...
[4] https://itch.io/post/8572430 (the link is to a comment and is fully SFW, the game this comment is about isn't)