Unity scraps runtime fee, hikes subscriptions instead
Unity scraps runtime fee, hikes subscriptions instead
“Hikes Subscriptions” - A bit sensationalist.
A ~7% increase from $2040 to $2200 for a single yearly seat isn’t exactly a price hike, its barely a price walk. Even the Enterprise level, which increases by 25% (but is negotiable) isn’t that big of a jump when you put it into perspective.
Unity Pro yearly seats only need to be purchased if your game makes more than $200k in revenue (was previously $100k). If you made that much, you can most likely afford the $2200 per seat.
Unity Enterprise requires $25 MILLION in revenue. If you’re making that much money you can absolutely afford a 25% price increase on your Unity license.
Yeah, the price hike is fair, I don’t think any developer has any problem with that.
The problem is that they broke the trust of developers, and I don’t think that they’ll ever recoup from that.
If I were to lose 25% of my profits to a price hike, our business would suffer. As would all of us in the business. The stress would be real.
To those businesses that can absorb a 25% loss, and the staff are not hurt, and be OK that’s great.
You aren’t losing 25% profit. The cost of your Unity Enterprise license that you pay once eaxh year would increase by 25%. For ease of understanding, if your license previously cost you $100, now it would cost you $125. However, Unity has stated that this is negotiable and does not have a fixed price. It is possible that this price is calculated with many variable including number of employees that use Unity (seats), yearly revenue and expenses, and potentially other factors as well.
And again, for Unity Enterprise you would need to make a Unity game that makes more than $25 million per year.