This tweet completely contradicts the reasoning previously found in their FAQ. So they're either not able to accurately measure reinstalls and issue invoices on approximations or they do track end-player information. Don't even know which is worse.
We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. Weโd like to clarify some of your top questions and concerns:
Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have.
Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. Itโs not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model.
How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on:
- Re-install charges - we are not going to charge a fee for re-installs.
- Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent.
- Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos.
- Web and streaming games - we are not going to count web and streaming games toward your install count either.
- Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives.
For additional questions, we have updated our blog and FAQ resources. โฌ๏ธ
Blog: https://t.co/P0j6NLOSBi
FAQ: https://t.co/XhxhpdthK9
Forums: https://t.co/SOptIdO1IK
@DannyHellfish Because they're a game engine company, not a game company. That's the biggest difference to @UnrealEngine - one is a tool made by people that makes games, the other one is made by people that make a game engine.
My gf got suspended on @Reddit for posting an app she developed hosted on @vercel (76.76.21.98). Some users reported that the app was inaccessible ("network error"). Is this IP banned by some ISPs? (I only found some issues regarding 76.76.21.22). cc @leeerob@Reddit_Support
@nxdco At least wait for ~October until the announcement to see if M3 is coming within the next months. Otherwise the M1 still seems like a good choice :)
Be careful what you buy on Amazon #PrimeDay as some prices have skyrocketed right before the deals started, e.g. https://t.co/NFMBcsBBTw - price increased ~100% to add a 44% discount. Serious shady bs right. Use https://t.co/KZrDPC8gtn to see price history and not get scammed.
@trashh_dev How are you mac os users dealing with case insensitivity of the fs? If you ever deploy to a Linux machine this might can backfire - or am I missing sth?
@leeerob Feeling the same way, but mostly due to the hyper speed web dev is evolving atm. Whatever you learn becomes outdated in a matter of days, high volatility regarding future proofness and it generally feels nearly impossible to keep up.