Unity is finally abandoning the Runtime Fee pricing policy, which provided developers with a commission for using the engine and was based on the number of installations. The company is returning to the per-seat pricing policy, which provides for payment depending on the number of purchased copies of the game or active users. This was reported by The Verge.

A lot has happened since Unity announced the transition to Runtime Fee last year. Game developers reacted strongly to this news. Their dissatisfaction is explained by the fact that a user can reinstall a game many times on the same device, although they actually purchased the game only once.

Many developers have announced that they will stop using the Unity engine and switch to competitors. The developer of the game Terraria even announced the transfer of $100,000 each to the open source game engines Godot and FNA.

The company received many angry comments on social media and even real death threats. Because of this, it even closed 2 of its offices in Austin and San Francisco.

Later, Unity CEO John Riccitello left the company. And recently, President Mark Witten also left the company, publicly apologizing to developers for the deployment of the new model.

“After extensive consultation with our games community and customers, we’ve decided to cancel the Runtime Fee,” said Unity’s new CEO Matt Bromberg.

Unity is now officially returning to the per-seat pricing model, but there is one caveat: starting January 1, 2025, the prices for Unity Pro and Unity Enterprise will increase, but by how much has not yet been announced.