In response to industry backlash, Unity has scrapped the proposed Runtime Fee, a charge that would have impacted developers based on the number of installs of their games. Instead, the company raised subscription prices for its Unity Pro and Unity Enterprise tiers. These changes, designed to avoid further controversy, have been met with cautious optimism but come with the usual caveat: it’s essential to review the implications before applying them to ongoing projects.
What was the Unity Runtime Fee?
Initially, Unity proposed the Runtime Fee as a per-install charge, calculated every time a game built on Unity’s engine was installed. This model would have impacted even small studios and individual developers, potentially leading to significant costs, especially for popular free-to-play titles. It also raised concerns about double charging when games were reinstalled on new devices. The backlash from the developer community was swift, with many criticizing Unity for deviating from its previous pricing structures and transparency.
Unity eventually backed down, removing the Runtime Fee entirely. The decision came after heated debate and threats from some game developers to abandon the Unity platform altogether in favor of alternatives like Unreal Engine.
New Price Model: Pro and Enterprise Tiers
Though the Runtime Fee is off the table, Unity’s shift now involves price increases for Unity Pro and Unity Enterprise subscriptions. Starting in November 2024, Unity Pro will see a price increase from $2,040 per year to $2,280, while Unity Enterprise will rise from $4,000 to $4,400 annually. These price adjustments reflect Unity’s aim to maintain revenue growth while preserving its user base. The Personal tier remains free, but it’s been clarified that studios earning less than $200,000 annually can still access it, although they may need to accept splash-screen branding on their games.
The impact of these price changes will depend on a developer’s specific needs. For smaller teams or indie creators using Unity Pro, the new pricing represents a significant jump, especially when factored into tight budgets. Unity claims the new structure provides value through continued development and improved support, though users should carefully evaluate how these changes affect their projects’ profitability and long-term viability.
Licensing and User Feedback
In its announcement, Unity emphasized that the new model provides “clarity” and better reflects user feedback. However, the developer community remains divided. While some welcome the elimination of the Runtime Fee, others remain skeptical about how subscription price increases might evolve over time. In addition, the introduction of these changes right as the industry adapts to other technological shifts, such as AI-driven workflows and real-time collaboration tools, has led to concerns about cost-effectiveness and transparency.
Prices and Licensing Summary
The key price changes are:
- Unity Pro: $2,280/year (previously $2,040)
- Unity Enterprise: $4,400/year (previously $4,000)
The free Personal tier is still available to users earning under $200,000 per year, though there are limitations, including mandatory splash screens.
Personal Comment
Well, thank his noodely appendage, the VFX-industry choose Unreal – but I want all of you to remember this case when a salesperson wants to introduce you to cloud-/subscription services. A couple of Investors decided they had a great idea, and a lot of developers and artists suddenly were in panic mode. This can kill studios, careers and is completely out of anybodys control.