I wanted to share some new news regarding the Unity pricing plan incident that has been plaguing developers like me for the past few days.

First, if you don't know much about the Unity pricing incident yet, please read this post, even though it is my opinion and quite long!

Why Did Unity Change Its Pricing Policy?
It was shocking news. Unity revised its pricing plan, and the news was that they would now charge additional fees per download. Even at a glance, it seemed absurd, but looking closely, it was even more shocking. So, Unity developers fell into absolute chaos. So, from the perspective of an old developer who has used Unity exclusively for a long time (?), I examined the incident and organized my thoughts. But as I wrote, it became too complex and long? Still, I will publish it.
Unity Apologizes for Pricing Policy.
Unity has finally apologized for the new pricing plan announced on September 13th just a few days ago and decided to completely change it. I wrote down my thoughts on why Unity made such a foolish choice and what will happen next.

Following this, recent reports surfaced via Bloomberg in the US about the new pricing policy.

Unity Faces Backlash Over Policy Change... New Fee Structure Under Discussion
[Gameple] Unity, which announced it would introduce a new pricing model proportional to download counts, has finally withdrawn it in the face of industry backlash. Unity Technologies (Unity), the developer of the representative game engine 'Unity', announced on its official blog on the 12th that it would introduce a new pricing model where fees are imposed proportional to the final download count of games developed with Unity starting January 1, next year. From the point of achieving 200,000 dollars in sales, equivalent to about 265 million won, over the past year and exceeding a total of 200,000 cumulative installation counts, the fee imposed is 0.2 dollars per installation (approximately

This link is a news article from Gamepl, and quoting the body, the content is as follows.

And today (19th), the changed policy was revealed through foreign media reports. According to a Bloomberg report, Unity is currently discussing introducing a fee plan that charges 4% of revenue for games generating over $1 million (approximately 1.323 billion KRW). It is expected that there will be no fees proportional to the number of installations, which many had feared.

Unity executive Marc Whitten stated regarding the reason for not officially announcing the new policy, "Management is still working with partners, and we do not want to reverse our stance again like last week."

The new fee structure appears to target companies generating over $1 million in revenue with a 4% royalty fee, and it seems they are now trying to gauge the reaction by communicating with Unity's partners rather than unilaterally announcing it.

This pricing plan is similar to the policy Unreal is adopting..

Considering Unreal, which I roasted for trying to row a boat in a cesspool just a few days ago, I wonder if they are considering a pricing plan that looks slightly cheaper than Unreal (?)...

Unreal's free plan royalty conditions are 5% for over 1 million dollars. Huh? Source: https://www.unrealengine.com/ko/faq

Since these assumptions are true.. to appease the angry developers, if we say 'We take 1% less than Unreal!!' then.. this seems to be a bit of that, I guess.

Although there hasn't been an official announcement yet, I think we'll have to wait a bit more.. Since they caused such a huge stir, I don't think any answer will be satisfactory.

I hope Unity navigates this situation wisely by recruiting external "mimics" (or experts) to handle it appropriately.

Even if I hate it, I'll say it again.. In the end, I still support Unity..

Of course, I need to study Unreal Engine and SOONSOON STUDIO during this opportunity..