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But that's the crux of it. For Epic, you have to make several times the amount. 200k of success is a lot more achievable than 1M of success for an indie.

The issue is that, Unity are in a very odd place of the market. They completely ceded high end gaming to Unreal. They have reasonable alternatives like Godot on the other end. So their main markets are:

1. Enterprise - which is fickle

2. Indie devs aspiring for success - who are going for cheap

3. Mobile (which might include 2)

4. A very few AAA games

I think this move will alienate a lot of their indie clients in the hopes of getting more money from their higher end clients. For those indie clients, hitting 200K of revenue is a much closer dream than 1M of revenue, and they'll see that Unreal gives them more "high end graphics".

So I understand Unity's position, I just think they're alienating one of their biggest bases. Even if they don't make money directly off of them, those are the people who often advocate for use of Unity in other areas like Enterprise.



> For those indie clients, hitting 200K of revenue is a much closer dream than 1M of revenue

If you were using Unity you already had to update to Pro when you company hit 200k revenue (they actually changed this to per game now, I think?).

So fundamentally nothing really changed to that regard.

They added an option to not upgrade to Pro and pay the $0.2 per install instead. I can't imagine why would anyone do that though.

You'd basically have to have about 300-400k installs and revenue but require 10-20 seats so that paying per install would make more sense than upgrading you subscription.

I can only imagine this might be the case in some third world sweatshop where you pay you developers less than 10k per year..




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