Unity logo on a TV screen.
Image via Sky News.

Unity reportedly may put a cap on its unpopular Runtime Fee

Hear that? That's the sound of a colossal engine reversing.

Ever since Unity first announced its plans for a new runtime install fee, it’s been trying to put flex tape over it with clarifications and responses. Now, it looks like there may be some backpedaling on the horizon. To some extent, at least.

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According to Bloomberg journalist Jason Schreier, Unity may opt to cap its upcoming ā€“ and highly unpopular ā€“ new fees at 4%.

The report goes on to say that this would be for studios/games that are making over $1 million, and that installs won’t be retroactively counted. On top of this, installs will be calculated based on a “a developer’s self-reported data rather than Unity’s own nebulous estimate methodology.”

What’s the big deal?

A week ago, Unity performed an almost impressive display of self-immolation by introducing Runtime Fees as part of its new pricing plan. The policy goes into effect on January 1, 2024, and will mean that studios that have built games through Unity will have to pay a monthly fee for every new install.

This caused an immediate outcry from the community, with developers swearing off the company and its products. While Unity did try to clarify that this fee wouldn’t affect the vast majority of game companies, the announcement was met with an enormous amount of derision and backlash.

There have been previous attempts to undo some of the damage. Recently, Unity issued an apology and said it would look into “making changes to the policy.” While there’s been no official word yet, Schreier’s report gives some indication that the company may now have finally grasped the enormity of its own public flogging.


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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.