>Again, for mobile games, that's 5% after 1m in revenue, which also includes Apple and Google's 30% cut. So again, no, it's really not a good deal _at all_.
Not necessarily, let's do the math:
for 1m downloads, UE depends on how much money you make. But regardless of how much money you made, Unity's new plan on Enterprise (in the worst case, because they have not specified if the charges start after 1m installs or applies to the first million as well) will cost you $46,500, on top of the per seat pricing of enterprise. in this case, the cutoff point for when Epic costs more is if you made more than $930k in revenue. But since Epic waives the first million, this actually means you need to make $1.93m in revenue before it cancels out.
and if we go further along (where Unity's prices for enterprise start to stabilize at $0.01 per install), if you hit 5m downloads you are charged a total of $106k, the breakpoint here for UE is if you made $3.1m in revenue (again, waiving the first million).
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By the looks of things, for a mid-revenue game UE looks better, but higher revenues mean Unity start to win out. In particular, mobile games tend to utilize whales that can make the attach rate MUCH higher than $2/user (you may not have 99 users paying anything, but a whale dropping $1000 balances the arithmetic mean to $10/user), so Unity will win out. Funnily enough, the less ethical f2p games may still prefer Unity over unreal.
For games that rely on ads or subscriptions, though? Absolutely fucked over. Drastically. You simply cannot make an ethical mobile app with Unity anymore as every user that visits and leaves in 10 minutes after a certain threshold is costing you money. If you had a bad launch with lots of users but barely any revenue, you can legitimately end up in the red for using Unity. As it would be better to shut down your app and relaunch under a different name than to try and recoup the costs with the current app.
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I won't ramble on too much longer, but I do want to add one more tidbit to keep in mind. Gamepass and Apple Arcade are also factors, and Unity said they would charge the distributors for this. In the worst case, this can mean that Microsoft/Apple can remove your existing games from these services and disallow Unity games to be hosted. So if you want to one day utilize these kinds of subscription services, you may not even have such a choice to begin with.