So… if your game becomes the most pirated game in history, you’re on the hook for millions of zero income.
Way to go Unity…
Not downloads. Installs. They also count re installs. So if you. Install a game, play it, remove it, then install again later that is an additional charge to the dev.
So… if your game becomes the most pirated game in history, you’re on the hook for millions of zero income.
Way to go Unity…
They carved out an exception for pirated copies
And they can tell… how exactly?
If I’ve read this right, they don’t count re-installs on the same hardware, so just “I don’t want to play this anymore” uninstall -later- “I want to play this again” reinstall won’t count as two installs. But reinstalls of the same license on different hardware does, so “I just bought a game! Let’s play it on my aging gaming PC” installs I just bought a new gaming PC, let’s see what that game looks like on high graphics settings installs again does count as two installs and the studio will…bewilderingly…be charged twice for that one sale.
FredericChopin_@feddit.uk 1 year ago
How does that even work if say I buy a game at $10 and then I uninstall and install 51 times?
kaitco@lemmy.world 1 year ago
You’ve entered into a brand new era of trolling game developers by directing costing them for the fun of it.
douglasg14b@lemmy.world 1 year ago
I can even automate it for pennies.
Spin up 100 digital ocean droplets with Terra form. Install steam, the game, open the game, let it crash. Kill the droplet and do it again.
For every $0.70 I spend, I could get ~2000 installs. Per hour. Costing some dev up to $400/h
lobut@lemmy.ca 1 year ago
They don’t count reinstalls.
You can tell people they totally promise and definitely won’t let you see how their system works because it’s “proprietary”.