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Unity apologizes and updates their infamous Runtime Fee
(blog.unity.com)
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"Updated", not removed.
This is still completely unacceptable. They just changed the threshold so as to not charge devs whose games don't sell at all. It does nothing to address any of the other concerns.
Okay, fine, we won't bankrupt you if your game doesn't sell.
Okay fine, you won't retroactively bill us. But you still never answered how we can trust the install numbers that your tool supposedly collects, whether we will be billed for people pirating the game, whether botnets can immediately spike up our costs out of spite, how this affects Game Pass/PS+/donated licenses, etc.
And where are the assurances that you won't randomly decide to update the policy again in the future? I also can't imagine they'll let people keep using the version of Unity without runtime fees in perpetuity.
So, I still don't trust Unity, and wouldn't in good faith advise its use moving forward given that there's no way to know they wont try to pull this again in the future (especially given that John "Pay a Dollar to Reload" Riccitiello hasn't resigned in disgrace as CEO). However, I feel there's a part of the letter that you've left conspicuously out of this response.
They addressed this, see this copied paragraph, emphasis mine:
This also addresses two your immediate followup concerns, piracy and install-bombs -- always being billed the lesser amount would act as a safety valve against unprofitable install spikes, on top of the fact that using licensee-reported numbers allows for agency on the part of the licensee to screen for malicious activity before being billed.
Self-reports:
Yeah, it’s strange. Our game has ballooned in popularity on stores - but as far as our reporting tools are showing, not a single person has installed it, ever.