There are teams out there who could easily have invested 10 to 100x that amount developing their ideas, and possibly more. Iâve probably spent as much on unity and I stopped using it a long time ago.
The runtime fees could be expensive, butâŠif you charge just 10usd for your game, thatâs 2m usd before you have to pay fees, more if you invest in a pro license which would be 10m usd.
It is not ideal and I am not justifying the way theyâve approached this but until now, Unity has been royalty free which is amazing. They need capital and the model theyâve chosen is awful but they could easily expect developers to pay 10% of everything they make.
20c on a 10 usd title is about 2%.
So, given that 200k installs (assume each is a sale) at 10usd nets you 2m usd, then you sell another 200k netting another 2m usd, suddenly having to pay 2% of 2m or in fact, 1% of your total sales is a tiny amount, around 40k usd leaving you with a profit of 3.96m usd.
The unreal model is easier to understand but you actually pay more. It is 5% of everything above 1m, paid if you exceed 20k sales in a month. So, for the same 4m in sales youâd end up paying 150k usd.
So, is unity all that bad? Not really. Did the approach it badly? Yes. Is their model stupid? Absolutely.
It hurts free to play, reinstalls and potentially cause issues with piracy and abuse from malicious actors (something Unity claims they have a solution for) so from that respect, UE or Godot for 2D might be a better solution.
It is up to each person to decide what is best for them. The other option is Unity ceases to exist and then 1000s of jobs would actually vanish. Most teams will be impacted by having to pay a small share of their profits but it is up to them how to deal with it.
What is largely happening is a knee jerk reaction to a crap announcement. Itâll settle down over the coming weeks. Be patient and wait it out.