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Update: Just hours after the new Runtime Fee policy was announced, Unity has told Axios that it has now changed direction on the "multiple installs = multiple charges" policy after "regrouping" to discuss the issue following the strong pushback from developers. A representative said that uninstalling and then reinstalling a game will not result in multiple charges, which Unity hopes will allay fears of "install-bombing."
We will be releasing a survey, posting the details here and on Discord, to ask the community which action they recommend we take, and how we should take it.
We are open to migrating the game to an alternate engine.
"please also add plain colored overalls to the new DLC 'not just nationalities', and I'll make sure everyone I know has that DLC ASAP!"
You shouldn't ask community since no one has idea what you're capable to do with the game. All we want (I assume everyone agrees) in general terms - updates, content, polishing bugs, performance... Stuff like that. And only you know how much money can come from this or that decision and how much you can deliver.
I'd also wouldn't jump off the ship just yet and watched Unity's reaction on backlash.
Do what feels best.
Please don't tell Art of rail is on unity..... come on man...
Thank you Dean, for that info
i really feel for everybody who invested in unity!
I wish everybody good luck with their transitions to something less corporate.
Also, on legal note, no way unity can change TOS for their previous unity version to add a fee like that, they are day dreaming.
since literally 70% of all VR-releases are based on Unity
all this, while 95% of VR, is Indie.
LOL. This would be a nice reaction. Unity will milk us? Okay, we just leave. LOL
In this case I would pay for a Bye-bye-Unity-DLC. Otherwise, it could be more economical to bury stationeers. Which would be a shame, indeed.
The way it used to work before Unity introduced the concept of payment based on sales is this (this was around 2012)
If you want to make a game for income you would have to buy the full license of Unity or Unreal which I think was around $6000 per seat. You also had to spend the same amount for the Model design programs.
They changed that, enabling indie devs to get started without a large up front cost.
Other software suites followed their lead including Adobe (all of the software), AutoDesk (all products) and then Unreal. I think Unreal was the last to follow this trend.
Just a historical FYI
Not sure what Unity you are talking about, but here in the real world you have a large up-front cost (per seat) every single year.
https://unity.com/compare-plans
Stationeers was released to early access in 2017... assuming they started development that year (lol) that would mean they have had to pay $12,000 per dev, so far. The full $6k license up front would be a HUGE improvement