So, switch to godot(<a href="http://godotengine.org/" rel="nofollow noreferrer">http://godotengine.org/</a>) then. you reap what you sow. it's better to support open source projects like godot instead of unity whose control lies with the company whose actions probably might not lie with you/your companies' interest. There are hundreds of instances in the past where open source projects replaced corporate projects(ex: blender, git). so, better use godot imo.
> In addition, we don’t intend to capture or count installs for QA testing.<p>How will this be counted? If via some telemetry running as part of the game/runtime, could an attacker pretend that your game has suddenly has a million installs and get a small developer in trouble?
Is the real problem that this is retroactive? ie if you are a 5 year old game on steam using unity with minimal ongoing sales now you are incentivized to just remove it from sale altogether?
> Cult of the Lamb developer Massive Monster, which has produced one of the biggest roguelike hits in recent memory, writes: "The demo we made for Steam Next Fest had over a million downloads - which would have put us over the install threshold before our game even launched<p>I paid $25 USD for this game based on videos alone, no demo was available on Steam prior to doing so. I'm guessing that Next Fest demo was a limited time thing?<p>Is that 20c for Unity from my $25 install really going to break them?<p>And according to Unity...<p>> Will installs of a demo, or a game in open access or beta, count toward the Unity Runtime Fee?<p>> If a user can access a full game (e.g. via an in-game upgrade or purchase), then installs count toward the fee. If a user can't access the full game (e.g. only one level is offered) then that demo would be considered a separate package and not count toward the fee. Early access games are not considered demos. In addition, we don’t intend to capture or count installs for QA testing.<p>I've not encountered a demo on Steam you can purchase the full game within.