This is particularly bad for retail games where you're getting 30% or less of retail price (and that's hardly pure profit).
Unity, in comparison, costs more per month (or $750 per upgrade cycle) but no revenue share at all.
This is particularly bad for retail games where you're getting 30% or less of retail price (and that's hardly pure profit).
Unity, in comparison, costs more per month (or $750 per upgrade cycle) but no revenue share at all.
Game was free... DLC packs are $10 per. Sorry Unreal... no monies for you.
What about downloadable content, in-app purchases, microtransactions, virtual currency redemption, and subscription fees, as well as in-app advertising and affiliate program revenue? Revenue from these sources is included in the gross revenue calculation above.
Are any revenue sources royalty-free? No royalties are due on the following:
Ancillary products, including t-shirts, CDs, plushies, action figures and books. The exception is items with embedded data or information, such as QR codes, that affect the operation of the product. Consulting and work-for-hire services using the engine. This applies to architects using the engine to create visualizations as well as consultants receiving a development fee. Linear media, including movies, animated films and cartoons distributed as video. Cabinet-based arcade games and amusement park rides. Truly free games and apps (with no associated revenue).
The things that make up your revenue vs profit gap are probably things like salaries, insurance, and (in the case where you have no traditional publisher) marketing. Even now when an indie game is sold at retail, the retail side of things is typically handled by a publisher and those people handle the retail income and distribute the cut to the developer.