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> Wait, that can't be right, it would be ludicrous. Once a game passes the threshold it pays per-install permanently?

Yes and no. You need to meet _both_ thresholds, cumulative (lifetime) installs _and_ yearly(!) revenue. I (!)'d the yearly part there, because you still need to be pulling in a yearly $1M of revenue (I'm assuming Unity Pro here cause the math is simpler) after your 1M of installs.

So while there are some edge cases here that are legitimately ludicrous, it's not the case that you're on the hook for the game in perpetuity, because if your game falls off a cliff and you make $500k in revenue next year, you owe nothing in runtime fees. In other words, you're not incentivized to take it off the market after 1M installs unless the runtime fees made it so you started losing money on the game after your $1M of revenue-- there are some examples where this is possible but none of them are very realistic.



It's also not clear if its $1M in the previous 12 months, or in the past calendar year, or if they have any rights to audit us, or which financial entity is on the hook. Is in the entity that pays for Unity, or the Publisher, or the Distributor?

What about the contractors we pay to do a few months of work at the end and use their own licenses. What about the folks that do our PS5 and Xbox ports for us?

Unity attempted to clarify their position around Game Pass telling devs not to worry because Microsoft will pay, but that makes me more worried because MS will just pull those games. I think there are 25 million Game Pass subscribers, and that's a lot of 20c installs.

We were hoping for another stint in Game Pass as a follow up to Void Bastards.




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