this post was submitted on 17 Sep 2023
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Until you make 200k you don't get charged. So you're likely fine to release it and if it's successful port it to a different engine before you hit that.
Problem is that if you intent to monetize it then you might "accidentally" make a good game that is installed a lot and maybe you charged 5$ upfront via steam. Now you come by the 200k$ threshold and have to pay steam 30% and assuming worst case you have 500k installs.
Meaning you owe now unity 100k$.
So 200k - 60(steam)-100k is 40k$
You have now 40$ left to produce your game.
Even worse. If you have now stopped selling the game due to reasons. People reinstalling it will cost you 20 Cent
no idea how much time and work it might take, the hype could die down in-between if it's a long time
This is why it's best to write your game to be engine agnostic with integration points.
But It does feel like a waste of effort until something like this happens.
Can you show me a single engine agnostic game? I don't see how that's even remotely feasible
Imagine not writing your game in assembly
Roller Coaster Tycoon.
Pff i write my game with 1's & 0's in a text editor
I guess it would be doable by trying to write a bunch of wrappers around engine specific stuff, but holy shit development would be... ugh. Slow and ultimately a confusing mess to maintain still