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Unity cancels its controversial runtime fee after developer backlash

The Unity logo that accompanied the Runtime Fee announcement.
Unity

Unity, the company behind the popular game engine of the same name, has officially canceled its runtime fee — a controversial move introduced last year that outraged game developers.

In a Unity website blog post, CEO Matt Bromberg said the company will be reverting back to its subscription model immediately after its new Unity Runtime Fee, which charged developers who met certain thresholds extra per user install, went over like a lead balloon when it was introduced last year. Not only was it confusing enough that the company had to make multiple clarifications, but users revolted. Some developers, like Innersloth, Aggro Crab, and Red Hook Studios, released statements condemning the move.

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Unity will be moving back to a classic subscription model with a couple of changes to the tiers. The Unity Personal tier, which is free, will have a higher revenue ceiling: from $100,000 to $200,000. It’ll also only implement changes once a year instead of surprising developers like it did last year with the runtime fee. Here’s a quick rundown.

  • Unity Personal: Will remain free; the revenue and funding ceiling will be doubled from $100,000 to $200,000. The Made with Unity splash screen will become optional for Unity Personal games made with Unity 6.
  • Unity Pro and Unity Enterprise: Changes for all new and existing users effective on January 1, 2025
    • Unity Pro: 8% subscription price increase to $2,200 annually per seat. Unity Pro will be required for users who reach the $200,000 ceiling.
    • Unity Enterprise: 25% subscription increase. Will be required for users with more than $25 million of total annual revenue and funding. Unity will be contacting these customers to discuss customized packages.

In an exclusive interview with Game Developer, Bromberg said the move was part of a plan to “become a fundamentally different company” after years of raising prices, laying off workers, and making controversial decisions like the runtime fee. Bromberg says he spoke with customers and developers on the issue and how Unity could raise prices without turning its back on other people.

“I’ve heard time and time again that you want a strong Unity, and understand that price increases are a necessary part of what enables us to invest in moving gaming forward. But those increases needn’t come in a novel and controversial new form,” he says in the blog.

Initially, the runtime fee would charge developers up to $0.20 per user install after it released $200,000 within 12 months — but it didn’t properly explain what an “install” meant. The extra fee would have little impact on larger games on the Enterprise plan, but indie developers on the lower-tier plans could suffer. Later, the company clarified that the fee would take downloads on subscription services like Xbox Game Pass and charity bundles into account.

It eventually backtracked slightly on the Unity Personal inclusion, only applying the runtime fee to games not made on the Personal tier or that made less than $1 million in 12 months. That didn’t stop developers from moving to other engines, like Unreal or Godot.

Carli Velocci
Carli is a technology, culture, and games editor and journalist. They were the Gaming Lead and Copy Chief at Windows Central…
Game developers are furious over Unity’s new runtime fees
Art of Unity

The makers of Unity, one of the most popular video game engines, announced a new "Unity Runtime Fee" that is set to take effect next year. Game developers aren't taking kindly to the announcement as the new fee is financially punishing, especially for smaller developers using the Unity Personal and Unity Plus plans.
Unity went into more detail about this in a blog post on Tuesday morning. It explains that starting on January 1, 2024, games that pass certain revenue and install thresholds will have to pay the Unity Runtime Fee. For developers using Unity Pro or Unity Enterprise, games "that have made $1,000,000 USD or more in the last 12 months and have at least 1,000,000 lifetime game installs" will have to pay the fee. For smaller developers using the free Unity Personal plan, this threshold is for titles that "have made $200,000 USD or more in the last 12 months and have at least 200,000 lifetime game installs." It doesn't matter whether or not your game was released before January 1 or this announcement, the fee will still apply starting next year if your game boots up with Unity Runtime.
This chart breaks down the fees Unity game developers will have to pay. Unity
According to a chart produced by Unity, Personal and Plus plan holders will end up paying the big fee proportionally, with it being $0.20 per install. For indie titles that have cheaper price tags and don't make that much more than $200,000 but are installed a lot, the financial risk is clear. While Unity said it "set high revenue and game install thresholds to avoid impacting those who have yet to find scale, meaning they don’t need to pay the fee until they have reached significant success," this announcement is not going over well with indie developers, many of whom used Unity Personal because of its cheaper and more accessible nature.
A tweet from game developer Rami Ismail explains that this fee being tied to the number of times the game is installed makes using Unity a risk for developers accounting for subscription service downloads, charity bundles, a free-to-play model, giveaways, and even piracy. Tomas Sala, the developer behind the Falconeer franchise, tweeted about how he's worried about paying exorbitant fees in the future because he's given away so many keys to charity. "This is ball-and-chaining me for an engine I already pay every year," Sala says.
Ultimately, the Unity Runtime Fee will punish developers that release receive don't receive much in the way of revenue but do see high install counts, which is not uncommon in the indie space bolstered by Xbox Game Pass and Humble Bundle. For now, Unity seems to be sticking with its decision, but this is definitely something developers using one of the most popular game engines out there will need to keep in mind when releasing games in the future.
Update: In response to the backlash, Unity posted the following statement on X:
"Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ on today’s announcement. We also invite you to continue to discuss these changes with us on our forums."

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Six Days in Fallujah controversy reignites as developer announces release date
Six Days in Fallujah gameplay screenshot

More than 14 years after it was first revealed, the extremely controversial military shooter Six Days in Fallujah is actually going to come out. The project will get an early access launch on June 22 for PC.

Six Days in Fallujah started out as a project developed by Atomic Games and published by Konami. It was announced in 2009 and intended to depict the experience of being part of the U.S. Marines during the Second Battle of Fallujah in November 2004. The game quickly became quite controversial because of how it was depicting a very recent, very real event, and Konami pulled out of publishing the game. After that, the project was eventually put on hold, and Atomic Games shuttered, so it seemed like Six Days in Fallujah would never actually release.
In 2021, though, developer Highwire Games and publisher Victura announced that they were reviving the concept. Six Days in Fallujah was just as controversial in 2021 as it was in 2009. Statements from the developers claiming that the game was "not trying to make a political commentary" and that it would feature procedurally generated environments were widely criticized at the time. Many argued that the game was disrespectful to those impacted by the Second Battle of Fallujah and ignorant of the wider effects of the Iraq War. Detractors argued that it would reinforce anti-Muslim sentiment, idolize American military intervention, and gamify a very real, deadly conflict.
After that revival, Six Days in Fallujah went pretty dark once again until today. Now, we've learned that Six Days in Fallujah will release for PC on June 22, although it'll be as an early access title on Steam. The developers say the early access release will be "a robust and compelling co-op experience right now, with four missions that can be played by up to four human players and are set in urban maps that are generated procedurally each time the game is played."
For the most part, it seems like little about the concept has changed since its 2021 announcement. Little mention is made of any of the controversies, other than the developers doubling down that the story of its eventual campaign will be based on real accounts from American soldiers and Iraqi civilians. In fact, Highwire Games and Victura even say on the Steam page that they want this to be the start of "a very long-lasting, real-world tactical shooter franchise."

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The Callisto Protocol won’t launch in Japan due to its rating
The Callisto Protocol monster

Striking Distance Studios announced that The Callisto Protocol won't be released in Japan as they don't want to compromise on the game's age rating.

"The Callisto Protocol has decided to stop the release of the Japanese version. As of now, the CERO rating cannot be passed," the game's Japanese Twitter account explained. "We have decided that we would no longer be able to provide you with the experience you need. We hope everyone in Japan will understand. If you have already pre-ordered, we will refund you."

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