Unity has revised its new Runtime Fee policy, eliminating charges for users of Unity Personal or Plus. Instead, those using Pro or Enterprise can choose a 2.5% revenue share option. Additionally, the fee will only be applicable to upcoming versions of Unity. In an open letter, Marc Whitten, Unity Create lead, detailed these updates. The Runtime Fee policy will be implemented starting from the next Long Term Support (LTS) version of Unity, set to launch in 2024. Games created using previous versions, including the current 2022 LTS, will not be subject to charges. Only games developed using Unity Pro or Enterprise will qualify for the free option, and any game generating less than $1 million in trailing 12-month revenue will not incur any additional fees.
Any developer who would normally be required to pay a runtime fee has the option to choose a 2.5% revenue share instead. Developers will always be charged the lower of the two fees. Unity has also updated its terminology, using the phrase "initial engagements" instead of "installs." According to Unity, this refers to the moment when a distinct end user successfully and legitimately acquires, downloads, or interacts with a game powered by the Unity Runtime for the first time through a distribution channel. Additionally, rather than collecting data themselves, Unity will rely on self-reported information from developers to determine the basis for the Runtime Fee. The exact processes for self-reporting have not yet been clarified, but Unity has assured customers that they will collaborate with them to create tools and procedures that simplify the process. If developers do not self-report, Unity will collect data from the services the developer has utilized.
In the open letter, Whitten expressed apologies for the confusion and controversy, acknowledging the need to communicate and incorporate feedback before announcing the new Runtime Fee policy. The objective of this policy is to ensure support for game developers now and in the future, while investing in the game engine. Unity appreciates the developers for their contribution and understands the importance of listening and earning their trust.
The response from game developers has been varied, ranging from relief to ongoing frustration. Developer and consultant Rami Ismail remarked on Twitter that upon initial examination, he believes the new policy is satisfactory. He interpreted it as a 2.5% revenue share for earners making $1M or more annually, with no retroactive measures, long-term stability, and no access to proprietary data, making it suitable for all scenarios.
Some developers remain skeptical and have voiced their concerns. Gloomwood developer Dillion Rogers, for instance, expressed that the changes made did not restore trust. Rogers further explained on Twitter, "You cannot simply assure us that you won't stealthily remove crucial clauses from the Terms of Service after attempting to do so already. The harm caused by this is irreversible."
Following the controversy, numerous developers have announced their intentions to migrate to other game engines. For instance, Brian Bucklew, the developer behind Caves of Qud, documented his endeavor to switch the roguelike game to Godot. Additionally, several developers have shown interest in Epic's Unreal Engine.