RPG Maker Unite

RPG Maker Unite

Naldo de Souza Feb 24, 2022 @ 8:27am
Let's clear some things about UNITY business model.
There's a LOT of misinformation going on about Unity business model. So let's clear up a few things.

There's no "royalties", no "pay upfront" to publish games or "buy the program".

You can make and publish games with Unity 100% for free.
They work with subscription tiers, the beginner/hobbyist plan is free and works like the rest (minus some more advanced features mainly for bigger teams).

You only need to upgrade Unity plan if you make 100k+ in a year with your game, after that goal you are "required" to subscribe to "Unity plus" ($399 /yr per seat) or higher.

RPGmaker unite (RMU as they are calling) will apparently work inside unity, like other packages, to facilitate making RPG's with Unity engine. so it's a good idea to know how Unity works.
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Showing 1-4 of 4 comments
Kuzai Feb 24, 2022 @ 3:32pm 
Thank you for clearing this up, It's pretty cool how it's going to be a unity package, I half expected that much though, in a good way.
I'm looking forward to more information about it.
Zeriab Feb 28, 2022 @ 10:45am 
Please note that for console development (Switch, Playstation, Xbox) an upfront Unity Pro license is required. This is $1,800 /yr per seat.
I guess it is possible that the platforms holders will provide Unity Pro subscriptions if you get your game accepted on their platform.
Either way this is something to keep in mind if you want to go the route of console development.
R1PFake Mar 7, 2022 @ 10:47pm 
Originally posted by Zeriab:
Please note that for console development (Switch, Playstation, Xbox) an upfront Unity Pro license is required. This is $1,800 /yr per seat.
I guess it is possible that the platforms holders will provide Unity Pro subscriptions if you get your game accepted on their platform.
Either way this is something to keep in mind if you want to go the route of console development.
I don't know about the others but for Xbox the pro license is only required if you want into the "full" Xbox store. You don't need it if you want to release in the indie section.

Im going to say that most people who make a game with this tool will not be able to release directly to the "full" store without releasing something successful to the indie section first.
PorkChip Mar 13, 2022 @ 1:15am 
Originally posted by R1PFake:
Im going to say that most people who make a game with this tool will not be able to release directly to the "full" store without releasing something successful to the indie section first.

True, true.

Natural route for indie game development to me would be:

Firstly, get a game done, start to finish with little or no bugs.

Secondly, submit to itch.io or GameJolt and ask for a buck or so and see how that goes in terms of sales and overall feedback.

Thirdly, apply for Steamworks account and get your game or another better project on Steam and gain more exposure.

Lastly, make the leap to consoles after you have earned a decent chunk and can afford to get a publisher and start committing to subscriptions etc.
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Showing 1-4 of 4 comments
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