Valve only take 30% retail cut from sales via the steam Storefront, not a first party cut like console manufacturers do.
Right. Which is why I said "Steam". I was referencing 1st party storefronts, in general. I figure I didn't need to clarify that I was taking about storefronts.
Doesn't change the numbers.
Bottom line: Unity's pricing model may have changed for the worse - but it's still your best bet for pricing. You can always make your own engine but you would need to seriously consider the time investment and parse that against pricing. Even for 2D projects, the time needed to make a capable engine would be worth a lot more than a couple large, not to mention the portability to almost every platform under the sun.
I get that people want shit for free, especially if you are just starting out - but if you plan on releasing anything serious you should know there are costs associated.
Nothing stopping people from using the Free version to release a commercial product.
With all the tools needed to make your game the barrier to entry is pretty much just your skillset. If you wanted to achieve the same level of professionalism in something like sound design or music production - the costs associated with Unity are a pittance, relatively.
Sucks they are doing this but with their recent change in hiring devs and future revisions - the quality will improve greatly and that comes at a cost. Comparing it to other engines, in the long run Unity is peanuts and still the most viable option for startups (free).
I don't think there's much room to complain when the free version is plenty capable and you can release a commercial version with it. People should be more concerned with their game instead of a splash screen, paid or not.
Again, the new pricing sucks on its own, doesn't when compared to similar engines and worry about your product first. There's a free option for a reason. If they start limiting stuff like max GameObjects in a scene, scripts, etc - then worry. Until then - focus on the game and everything else will fall in place.