Special Kid Factory -- Official Trailer #1 by @naz_studio_
Stand a chance to see behind the scenes & get your own character: https://t.co/LsS5DJPqLd
Less than 3 days until your world is turned upside down. Don't miss your chance to be one of the first to witness Special Kid Factory.
(details in pinned post.)
I’m originally a @unitygames developer and creator of an open source Unity project used by thousands of developers.
I’m now a CEO of a $100M+ company. Here’s where I’m at on the Unity pricing model change.
First, let’s dig into why they likely did this.
1) per-seat pricing doesn’t scale with team sizes that are declining; and a world where AI enables you to make games with less people
2) Most mobile game developers are picking Unity and everyone else is picking unreal or Godot. Unity is realizing that they can likely milk their mobile monopoly and are going to lose on high end experiences. They are essentially a UGC platform for mobile games. Except because they ship the runtime and let you control it, they are charging per install fees instead of a percentage of every translation (like Roblox).
3) with a world moving to subscribe to play and attention flocking to a consolidated set of premium networks, their ad model suffers.
The runtime is open enough that people can just add their own services and don’t need to use Unity’s services later. Tough position to be in for Unity. You can’t compete on quality with every services company if you’re focused on building a games engine and runtime at your core.
I’m afraid that for these reasons the change won’t be reverted. But it should be changed.
The change fails to address the following:
1) Install fraud and side loading on mobile devices is rampant. Publishing on Unity now becomes an uncontrolled liability. Especially on Android, this will make costs very hard to predict.
2) You’re eating before the developer does.
3) Subscription models. PS+, game pass, Netflix games, it totally breaks those models.
My proposal:
1) Push back the fee until a player hits 1 hour of playtime. This means the developer has most likely found a way to monetize. And the developer is likely to get paid from subscription services on the player. This solves most problems.
2) Waive/Credit back Unity ad revenue share. If im monetizing with Unity ads, you shouldn’t be charging me per install. Waive the fee if the install came via your own ad network - and invest in the buy side of your network. You’ve already ate. Incentivizes developers to use your network.
3) Differentiate per OS. Windows, iOS, and Android installs are not equal.
4) Offer developers the flexibility to switch to an IAP % instead. For example. I would put all my android on IAP and iOS on pay per install to combat fraud.
5) Differentiate on the game model. Free to play that monetizes with your ad model should not pay. Those monetizing with IAP should be able to choose between a per install fee and a percentage of revenue. Those as part of a subscription bundle shouldn’t be charged until they hit a playtime threshold that makes sure the developer is paid.
6) Allow developers to apply for custom proposals based on their circumstances. Otherwise there’s a chance you miss the next market shift.
I see why this is necessary but please release some revisions to the model soon!
1. We will increase our prices on almost every clients
2. We won't disclose the exact data model determining the price hike because it is "proprietary"
3. We don't have a good explanation on all your important concerns
4. We certainly talked to the devs first 🙄️
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 (https://t.co/YOA8dvVdjO) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: https://t.co/yG9GW4Hu3z.
If you’re reading this, consider yourself early.
We are excited to announce we will be delivering a kick-ass new web-based game on Solana in partnership with @solanalabs, and supported by @SolanaVentures.
In Q1 of 2023, our company @BRAVOREADYCORP acquired the IP behind Mini Arena so that we could take it to market and continue to publish titles that leverage our Pay-to-spawn/Kill-to-earn game model.
For those of you that don't know us, we are the publishing studio that created @BR1INFINITE, our backers include KRAFTON - the owners of PUBG, Solana Ventures, Justin Kan (Co-founder of Twitch), 6th Man Ventures, Shima Capital, BigBrain Holdings, Sino Global Capital, YGG, IVC, Goat Ventures, Aptos Labs, and Magic Eden.
We are excited to bring a new web & mobile based game to market,
Exclusively built on Solana 🚀
It's going to be a Solana summer friends, grab your Saga phone and get ready 🔥
We will be playing our cards close to our chest when it comes to this game, so turn on notifications and stay posted!
Until next time,
#BRAVOREADY going dark.
*STEALTH MODE ENGAGED*