The Unity logo on a black background.
Image via The Verge.

Unity is scrapping its Runtime Fee, increasing revenue cap for free users

But there's a catch (isn't there always?)

Unless you’re a developer, it feels like quite a long time ago that Unity decided to metaphorically castrate itself with a new business idea. Pissing literally everyone off, the tech firm made plans to introduce a Runtime Fee for studios using its engine.

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The new tariff would effectively see developers having to pay every time someone downloaded a game that was built in Unity. As you can imagine, the backlash was strong. So strong, in fact, that the then-CEO, John Riccitiello, announced he was leaving Unity. Fast forward to today, and the new company director, Matt Bromberg, has announced that the Runtime Fee idea is being scrapped for good.

In a recent message to the community, Bromberg said that “after deep consultation,” the controversial fee will be no more, “effective immediately.” While this sounds like a positive move forward, it should be noted that there are a couple of provisos. Those who use the Pro or Enterprise versions of the software should heed the following.

Price increases inbound

Now, on the plus side, those using Unity Personal will be able to continue to do so for free as before, except the revenue cap is being increased. The company will be doubling the amount studios can make on Unity games from $100,000 to $200,000 before they have to start paying.

However, if you use the paid services, things are about to get more expensive. The message from Bromberg says that Unity wants to “deliver value at a fair price.” With that in mind, Unity Pro and Unity Enterprise will see price increases, which will come into effect on January 1, 2025.

For Pro users, this will mean an 8% increase of subscription fees, which puts it at $2,200 a year per seat. For Enterprise, the price will increase by 25%, and any developers with annual revenues and funding of more than $25 million will be required to have a subscription to Enterprise.

On the one hand, scrapping the Runtime Fee entirely is a good move, even if it feels too little or too late. Looking at the comments under the post on X shows a mixed bag of opinions. It could be argued that canceling the fee is a means of softening the blow for the price increases that are inbound. Bromberg gives with one hand and seemingly takes with the other.

I’ll let the Unity CEO close this one out:

Canceling the Runtime Fee for games and instituting these pricing changes will allow us to continue investing to improve game development for everyone while also being better partners.

It’s up to you to decide whether to believe him or not.


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Author
Image of Andrew Heaton
Andrew Heaton
Andrew has been a gamer since the 17th century Restoration period. He now writes for a number of online publications, contributing news and other articles. He does not own a powdered wig.