"Fuck you, we're not paying": inside Unity’s Runtime Fee fiasco
"Fuck you, we're not paying": inside Unity’s Runtime Fee fiasco

"Fuck you, we're not paying": inside Unity’s Runtime Fee fiasco - Mobilegamer.biz

A major partner told John Riccitiello personally that it will not pay the Runtime Fee – and in the strongest possible terms.
So most of the indie devs will not need to pay if they are sub 1MM revenue, and the large players can just throw the weight around and negotiate the fees down? Then who is this fee meant to fleece, the "middle class" devs?
It is still unattractive for indie devs. You risk a huge hit in your revenue when you accidentally hit the the limit. You can't stop selling games to not hit it.
It’s a cycle.
Rinse and repeat.
Some platforms reach stage 2 but never leave.
The huge hit of a maximum of 2.5% of your future revenue. Unreal takes 5% in the same situation, for comparison.
The fee itself is perfectly reasonable, Unity just completely fucked up implementing it trying to force it on games already released or in development by altering the agreements solo and stirring up a well deserved shitshow for it, staining their reputation probably permanently.
The golden rule, as usual. The guy with the gold makes the rules.