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by Quot 1005 days ago
It seems disingenuous to pick one of the most popular games of this year as an example when the pricing goes down with more sales.

I would like to see that same breakdown for the much smaller games that barely pass the sales threshold. That is the main Unity audience. Vampire Survivors is a huge outlier that didn't even start using Unity until after it became a massive hit.

https://www.rockpapershotgun.com/vampire-survivors-makes-its...

1 comments

Ok so the fees jump up to 1-3%, that's still reasonable.
No need to guess, worst case scenario is 10%.
> worst case scenario is 10%

You seem to have pulled this number out of thin air, and I cannot see a scenario where this is true.

Let's pretend you sell 300,000 units at $0.99 with the Unity Personal Plan.

    Units: 300,000
    Gross: $297,000
    Unity Fee: $20,000
That puts unity at 6.7%. The issue isn't Unity, it's the developers bad business model for charging $0.99 while opting to use Unity.
> You seem to have pulled this number out of thin air, and I cannot see a scenario where this is true.

Why? Could you explain why 300k units w/ $200k gross would be impossible?

Is it not legal to sell unity games below $0.99 each, maybe not even in other currencies?

I'd rather be enlightened than shit upon if there's a reason I'm missing why the worst case scenario is 6.7% and not the apparent 10%.

You could also add to that why 6.7% is now possible which is more than 2x the 1-3% from earlier?

Why do you say you "pretend" in your numbers and accuse me of pulling numbers out of thin air with the technical worst case scenario?

Steam and Epic both have a minimum price of $0.99, not sure about Apple & Google App Stores. Credit card processors have a minimum charge that makes lower prices untenable.

> Why do you say you "pretend" in your numbers

Where did you pull 10%, happy to go over your math/model.

> Where did you pull 10%, happy to go over your math/model.

The example numbers I posted would give 10%.

The pricing was easy enough that the 10% worst case could easily be pulled from it.

I wouldn't trust the numbers from someone who needed a model to go over to see that and I seriously thought you were joking about not getting where the 10% worst case was from.

Worth noting you are ignoring the 30% that app stores take off that gross, which Unity still counts against you.
That's not relevant to Unity's cut in this example, since the percentage is based on gross.
My point is that 30% makes the situation worse, because it is not available to you to pay Unity's cut, so it's as if you made 30% less revenue. IE Unity pricing kicks in at $200k gross, but that's only $170k net, which is what is available you as a business to pay Unity.