If the issue of Unity merging with IronSource seemed exaggerated, Well, I wasn't entirely wrong for Unity's next movement.
Since September 12, 2023, it was announced that by when 2024 begins, the new payment system would be implemented once the minimum thresold of $200,000 or 200,000 installations was reached. (Link to the cited source: gamefromscratch.com/unity-announce-new-pricing-and-plan-changes/) It may seem very generous of it to leave free use before reaching that new minimum thresould, but the problem is that afterward to reach the limit (Which fortunately we haven't gotten to yet, like most projects), it starts charging $0.20 per installation monthy (if you use Unity Personal), and to delay such taxes, it must subscribe to Pro, since the limit is 1,000.000, and the taxes are lower. But it's even squeaky that the Enterprise tier has exactly the same limits as the Pro (No longer unlimited nor yet to reach 5 million), but only with small differences in fee prices. That means that if once the game reaches 200,000 installations plus 10,000 additional downloads in the first month, I have to pay them $2,000 for extra game downloads, and so on each month, although it will affect free-to-play games with constant updates more than single-sale games (which stop selling as much as the months go by). Even so, it is still one more reason for not wanting to make a successful commercial game based on said engine. Another thing that can be quite annoying, and that arrives earlier in November, is that you must always be connected to the Internet to use Unity. If I lose my connection, and it lasts more than 3 days, I can't longer use Unity offline, which is another reason to cancel a project (Let's see if it is only for modern versions of Unity or the Hub after v3.0). With everything already explained, I think I'm starting to understand why I'm no longer enjoying the Randy & Manilla development, with a very slow rhythm and low performance. If it isn't my own mistakes that entail failure, then it's the engine itself that betrays. With under these new measures, the game is "definitely" not viable for commercial use and popularization (specially due to its nature). In the best case scenario, maybe I continue with the model of publishing almost annual updates for free (Given what I learned from the failures on Kickstarter and Indiegogo). For now I will leave the project on hold until the situation changes. In the meantime I will do tests with Flax and Godot to see if it is viable to port or reboot the game under such engines. But there is no doubt that the head behind the engine, will continue without problems with these practices regardless of the strikes and mass protests that could arise (Something that politics has proven to be an expert in completely ignoring the protests of millions by wanting to approve bad laws). In the worst case scenario, if even worse changes are coming for the engine, or if moving the project to other engines is too complicated, we will have no choice but to cancel Randy & Manilla permanently (But not before with a last free update as farewell). Anyway, many thanks for all the support you have given in the project, if the situation improves a little, maybe continue more calmly.
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