Jacksinthe
Banned
I gave an extreme example on purpose to show, well, the extreme end. That was the point.Well you were talking about having a publisher, and for PC titles that are on Steam and sold as Steam keys, there are multiple viable distribution channels that do not include the Steam storefront and have variable costs ranging from 0% (via direct sales), 10% (via itch.io), 20% (via Humble) to 30% (via store.steampowered) versus a console flat rate.
e: This is an article a friend of mine wrote about indies with publishers - it is worth remembering that 30% is a cost floor on consoles and a cost ceiling on PC, and finding out distribution channels in advance
I'm not discounting any of that.I don't think anyone in here is wanting it all for free. What I'm personally upset about is that I don't need any of the features that pro provides with the exception of a custom Splash, but $125/m is an incredibly large amount of money for me. I could have afforded the previous price of $75/m, but $125 is going to be a real stretch.
It's incredibly frustrating because the price hike is due to the inclusion of both IOS and Android build options, rather than them being separate add-ons. I have zero intention of releasing games on those platforms, but I will still have to pay for them in order to get the Splash.
Why can't I pay for the splash separately?
But nitpicking all of that over a splash?
I think a good game is far more important than a splash screen. If your game can speak well enough to players in a 1 minute trailer to warrant showing a bit more professionalism by nixing a splash screen then certainly it can hit a Kickstarter to raise funds just to ditch the Unity logo.
Not being an ass but worrying about a splash is the least of anyone's worries using 100% free software, IMO.