Unity plan pricing and packaging updates

realcaseyrollins@narwhal.city to Gaming@beehaw.org – 44 points –

Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November.

https://blog.unity.com/news/plan-pricing-and-packaging-updates

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Something I completely missed, due to the insanity that is the runtime fee, is that they're also getting rid of their Plus subscription.

While Plus never had a bunch of benefits, it was basically the edition for individuals and very small teams who just wanted to get rid of the splash screen. These users would have to use Pro now, which is 5x more expensive at 2040$/year/seat.

The roadmaps over last few years already showed that they don't really care about indie devs anymore, but now it feels like they've become actively hostile.

My inclination is that something is screwy with their business model, to the point where they need to do this to stay afloat. But to be fair I don't actually know a whole lot about Unity, this just seems like something that would drive away the majority of customers so I could only see this making sense under the context of being a move made in desperation.

That Parsec acquisition is likely not panning out the way they thought. The only thing unity did was kill Arcade….the main focus of it to pivot towards a mainstream corporate friendly product…. Which (shocker here) was not the main demographic of users

No, it's the former EA CEO doing EA things in Unity. The one that called developers stupid for not using microtransactions.

Unity is seriously flawed and they had the audacity to say that this is necessary for them to fix their shit.

They're desperate trying (and failing) to compete with Unreal without realizing that it's mostly small indie devs or mid sized studios who use them, and those can just move to Godot...