Unity backtracks on controversial Runtime Fee, takes major step in restoring eroded trust

Unity backtracks on controversial Runtime Fee, takes major step in restoring eroded trust

What you need to know

  • Unity has canceled its Runtime Fee for gaming customers, effective immediately.
  • Last year, Unity announced the controversial Runtime Fee that would charge developers on a per-install basis.
  • Unity adjusted its Runtime Fee following backlash from developers and the gaming community, but the company has now ended the fee altogether.

As a researcher who has closely followed the gaming industry for the past decade, I must say that Unity’s decision to cancel its Runtime Fee is not just a step in the right direction, but a leap towards regaining the trust of its community. Having witnessed the backlash and controversy surrounding the fee last year, it’s clear that Unity has taken the feedback to heart and is making a genuine effort to address the concerns raised by developers and gamers alike.


Unity has rescinded its disputed Runtime Fee after a year of implementation. Initially charging developers based on each installation, this fee caused controversy and dissatisfaction. The announcement of the fee led to a decline in user trust towards Unity, culminating in the departure of the company’s CEO. It seems that the new CEO and the rest of the team at Unity aim to regain the lost trust following this decision.

Following discussions with our community, clients, and associates, Unity’s President and CEO Matt Bromberg announced that they are terminating the Runtime Fee for their game users, and this change will take effect promptly.

Over the last three months, our CEO has discussed the input gathered from the community regarding the Runtime Fee issue. This feedback played a crucial role in deciding to discontinue the fee. As a result, Unity plans to revert back to its original seat-based subscription model. Bromberg provided details on the new pricing scheme for Unity’s future services:

  • Unity Personal: As announced last year, Unity Personal will remain free, and we’ll be doubling the current revenue and funding ceiling from $100,000 to $200,000 USD. This means more of you can use Unity at no cost. The Made with Unity splash screen will become optional for Unity Personal games made with Unity 6 when it launches later this year.
  • Unity Pro and Unity Enterprise: We’ll be modifying subscription pricing and the qualifying annual revenue thresholds, effective January 1, 2025. These changes will apply to all new and existing Unity Pro and Enterprise customers when you purchase, upgrade, or renew a subscription on or after this date.
    • Unity Pro: An 8% subscription price increase to $2,200 USD annually per seat will apply to Unity Pro. Unity Pro will be required for customers with more than $200,000 USD of total annual revenue and funding.
    • Unity Enterprise: A 25% subscription price increase will apply to Unity Enterprise. Unity Enterprise will be required for customers with more than $25 million USD of total annual revenue and funding. A minimum subscription requirement may also apply. Because this set of our largest customers have unique needs and use many of our products and services, we’ll be contacting everyone in the days ahead to discuss customized packages.

Unity, widely used for game creation, enjoys popularity partly because of its comparatively affordable costs. It’s not uncommon to find prominent games running on Unity, but the Runtime Fee posed a unique hurdle for small development teams.

After Unity publicly apologized for maintaining the Runtime Fee last year, they faced a significant loss of trust within the gaming community.

At one point, Samuel Tolbert expressed that while it’s positive Unity is adapting and considering feedback, the way events transpired leaves a sense of skepticism difficult to avoid regarding this company.

The relationship between Unity and its developers didn’t sustain minor scratches; instead, it was completely smashed. This action may calm worries about current games, but it provides no guarantees that similar incidents won’t occur again in the future, neither for publishers nor independent developers.

Since Unity has completely reversed its stance on the Runtime Fee, it remains to be seen whether the sentiments of gamers and industry professionals will shift as well.

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2024-09-12 22:39