Unity cancels controversial Runtime Fee after community backlash

In response to significant criticism from its users, Unity has officially canceled its controversial Runtime Fee, which had initially been introduced last year. The decision follows months of consultation with developers, customers, and partners, as the company sought to address concerns that the fee conflicted with its core mission of empowering game creators.

Last September, Unity announced a Runtime Fee that would charge developers based on the number of installs a game received after surpassing certain revenue and install thresholds. The plan was met with widespread backlash, with many in the game development community expressing concerns about the fairness of the fee. In an effort to ease tensions, Unity eventually exempted games built using its Unity Personal license from the fee. However, the discontent persisted.

In a recent statement, Unity President and CEO Matt Bromberg acknowledged the company’s misstep, noting that the Runtime Fee clashed with Unity’s broader goal of “democratizing game development.” He confirmed that the company would immediately revert to its original seat-based subscription model, which had been in place before the fee’s introduction.

“We can’t fulfill our mission if we’re at odds with our customers,” Bromberg said. “Unity’s success relies on a partnership built on trust, and we heard loud and clear that the Runtime Fee was seen as a breach of that trust. Moving forward, we’re focused on delivering value at a fair price, so developers feel confident building their businesses with Unity.”

As part of the changes, Unity will offer a free Unity Personal license, doubling the revenue and funding ceiling from $100,000 to $200,000. Additionally, Unity Pro and Unity Enterprise subscriptions will undergo pricing adjustments, with new revenue thresholds set to take effect in January 2025. Unity Pro subscriptions will increase by 8% annually, while Unity Enterprise will see a 25% hike.

Bromberg emphasized that the cancellation of the Runtime Fee and these adjustments will allow Unity to invest more in improving its platform while maintaining strong relationships with developers. “We believe this is the best path forward for both Unity and the game development community,” he said, expressing optimism about the future.

Non-gaming customers, he added, will remain unaffected by these changes.

Written by Sophie Blake

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