![]() ![]() "Working directly with you on cases where fraud or botnets are suspected" means we have to work with you, this was not something we budget time for! Sending emails back and forth month after month to negotiate a black box fee we can't account for is stupid. ![]() We do not want to sit through a customer support pipeline month after month to dispute your black box installation numbers. The fact this is the response this far into the thread just shows how out of touch you are. ![]() I am not going to enjoy learning how to port my apps to native code or another engine, but it's not like I have a choice when you are threatening my livelihood. Just adding my voice to the chorus of developers that are leaving the engine. I used Unity for the past 10 years and have been a paying customers for all of those years, assuming I wouldnt RETROACTIVELY charged for projects I made under a completely different license without a say. I would also like to point out that if their data model is off and they tell you your install numbers are much higher than they really are, one of your only recourses would be to share your real installation numbers with Unity, which again. I don't expect this to scale much better at higher revenue either. This essentially means, once I reach the 200K, that I'd forced to upgrade to pro, or be bankrupted. And anyone who knows anything about freemium or ad based games / apps, knows that 132K installs doesn't even get close to making up for the fee. ![]() So in theory, if my app made more than 200k in a year, I would have to pay roughly 26000 in fees per month, due to the install volume. I mean one of my apps has 132K installs a month and 3.94 million lifetime installs I usually don't post here, but I'd like to provide some real life numbers: ![]()
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