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EGDF: UNITY’S INSTALL FEES ARE A SIGN OF LOOMING GAME ENGINE MARKET FAILURE

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Step by step, video game engines are becoming key gatekeepers of European cultural and creative sectors. Currently, Unity dominates game engine markets, Unreal being its primary challenger. These two engines are not just clear market leaders in the game industry but increasingly vital market actors in film, architecture, and industrial design and simulations. In 2022, Unity reported that globally, 230,000 game developers made and operated over 750,000 games using the Unity Engine and the Unity Gaming Services portfolio of products.

Unity’s new fee structure is going to have a drastic impact on the game industry.

Over the years, the Unity game engine has reached close to unofficial industry-standard status in some game markets. Its well-designed tools and services have lowered the market access barriers in the game industry. Furthermore, it has played a crucial role in removing  technological barriers to cross-platform game development. Now, Unity has informed the game dev community that it will move from subscription-based fees to subscription and install-based fees, which will significantly increase the game development costs for most game developers relying on their services. EGDF finds it unfortunate that Unity has significantly damaged its reputation as a reliable and predictable business partner with these sudden and drastic changes in its pricing principles.

Bigger game developer studios have the luxury of being able to develop their own game engines. Consequently, market uncertainty and significantly increased service provider risks caused by Unity’s new fee structure will hit, in particular, SME game developers. It will be much harder for them to build reliable business plans, make informed decisions on game engines, and run a profitable business. Many of these studios struggled to access risk funding before Unity’s announcement, and it has only worsened their situation.

Unity’s decision will have a broader impact on the whole game industry ecosystem. Many professional game education institutions have built their curriculum on the Unity game engine. If Unity’s new pricing model starts a mass exodus from Unity’s engine, it will lead to rapid changes in professional game education itself and place many young industry professionals who have built their career plans on mastering Unity’s tools in a very difficult position.

Although Unity’s decision will cause significant challenges for the industry, EGDF kindly reminds that instead of focusing on blaming individual Unity employees for the changes, it is far more productive to focus on taking measures that increase competition in game engine markets.

Unity’s anti-competitive market behaviour must be carefully monitored, and, if required, the European competition authorities must step in. 

Unity is an increasingly dominant market player in the game markets. According to Unity’s own estimate, in general, 63% of all game developers use its game engine. The share can be even higher in some submarkets. Unity estimates that 70% of top mobile games are powered by its engine. Unsurprisingly, Unity’s game engine is now a de facto standard in mobile game markets to the extent that whole formal professional game education degree programmes have been built on training its use. However, Unity’s market dominance is not just based on the quality of its game engine. It is also an outcome of aggressive competition practices and systematic and methodological work of making game developers dependent on Unity services.

How Unity bundes different services together potentially distorts competition in game middleware markets. Over the years, Unity has, step by step, bundled its game engine more and more together with other game development tools under the Unity Gaming Services portfolio. Unity is not just a game engine; it is also a player sign-in and authentication service, a game version control tool, a player engagement service, a game analytics service, a game chat service, a crash reporting tool, a game ad network, game ad mediation tool, an user acquisition service and in-game store building tool. This creates a significant vendor lock risk for game developers using Unity services. It also makes it difficult for many game middleware developers to compete against Unity and, all in all, significantly strengthened Unity’s game engine’s market position compared to its rivals.

Now, Unity is strategically using install fees to deepen the lock-in effect by creating a solid financial incentive to bundle other Unity services even closer to its game engine: “ Qualifying customers may be eligible for credits toward the Unity Runtime Fee based on the adoption of Unity services beyond the Editor, such as Unity Gaming Services or Unity LevelPlay mediation for mobile ad-supported games. This program enables deeper partnership with Unity to succeed across the entire game lifecycle.” This will, of course, drastically impact Unity’s direct competitors.

Unity’s install fees are an excellent example of Unity’s potentially anti-competitive market behaviour. It is clear that if Unity’s pricing model had, in the past, been similar to the now-introduced model, it would likely never have achieved the level of dominance it enjoys today, as more developers would have chosen another alternative in the beginning.

The fact that Unity’s new install fees are only targeted at video games and do not apply to other industries logically leads to a question: Is Unity setting prices below cost level at different market segments, or is Unity charging excessive prices in game markets? Furthermore, does the fact that Unity is now introducing an install fee on top of the licensing fee mean that licensing fees have before been below cost level? Or does the introduction of install fees on top of the licensing fees of their game engine allow them to provide other, lock-in generating, services below cost level?

In the end, Unity has built its dominant position in game markets for years and systematically made game developers more dependent on it. It is a good question if Unity has now crossed the line of abusing its market dominance on weaker trading parties that deeply depend on its services. Game productions can take years, and game developers cannot change their game engine at the last minute, so they are forced to accept all changes in contract terms, no matter how exploitative they are. Unity must know that if they had given more notice, many more developers might have had a realistic chance of abandoning Unity altogether by the time the new pricing came into play.

The new install fees will limit game developers’ freedom to conduct business as it pushes them to implement Unity ad-based business models even in games that otherwise would not have ad-based monetisation. Furthermore, this will create a competitive disadvantage for those game distribution platforms that do not use ad-based monetisation at all (e.g. subscription services and pay-per-download games), as Unity is de facto forcing them to increase their consumer fees compared to channels that allow the use of Unity’s ad-based monetisation tools.

The new install fees will likely lead to less choice for consumers. Install fees will allow Unity to extract value from games that generate a lot of installs through, e.g. virality, but do not necessarily generate money. Install fees will lead to markets where game developers want to limit the downloads and try to avoid installs from the wrong players. This can potentially kill part of the game market. For example, indie developers that have an unfortunate mix of being a success on the number of installs but that are struggling to generate revenue, or hyper-casual game studios based on combining a huge install base with minuscule revenue generated per game.

In the long run, the EU needs to update its regulatory framework to answer the challenges caused by dominant game engines.

Unity’s install fees demonstrate why the EU needs a new regulatory framework for unfair, non-negotiable B2B contract terms. Contract terms Unity has with game developers are non-negotiable. With the new non-negotiable install fee, European game developers have to either withdraw their games from markets, increase consumer prices or renegotiate their contracts with third parties. For example, if a game memory institution makes games available for download on their website, a game developer studio must now ask for a fee for it or ban making European digital cultural heritage available to European citizens. The three-month time frame Unity is providing for all this is not enough.

The Commissions should introduce a specific regulation for non-negotiable B2B contract terms. The regulation should provide sufficient time (e.g. in a minimum, six months) for markets to react to significant changes in non-negotiable terms and conditions that a service provider has communicated to their business users in a plain, clear and understandable manner (e.g. now it is unclear how Unity counts the installs). Furthermore, the Commission should bring much-needed market certainty by banning retroactive pricing and contract changes.

The Commission should include game engines in DMA. While reviewing the recently adopted Digital Markets Act (DMA), the Commission should consider lowering the B2B user thresholds and adding gatekeeper game engines under its scope. This would, for example, ensure that Unity cannot use data it collects through its game engine to gain an unfair competitive advantage for its other services like advertisement services.

The Commission should increase its R&D support for the European game industry. The fact that there is no major competitor for Unity Engine that does not require constant back-end server connection is a market failure in itself. The Unity Game engine is not fully scalable because Unity has built its engine in a way that it calls home every time it is installed to report instals for Unity. Consequently, the Commission should strengthen its efforts to support the emergence of new European game technology and business service providers. In particular, the Commission should increase its support for privacy-friendly open-source alternatives for game engines, like for example Godot or Defold or similar, that do not require constant back-end server connection and thus have no need for scalable revenue-based fees or install fees.

Big Time Gaming

BTG Launches the High-Stakes Thriller, Millionaire Megapots™

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Step into the Hot Seat and chase life-changing wins in Millionaire Megapots™, the latest prime-time release from Big Time Gaming.

This isn’t a game for the faint-hearted. Players take centre stage on the studio floor, facing the electrifying reels where every spin could change everything.

The tension ramps up when six or more Coin symbols land anywhere on the reels, triggering the thrilling Hold and Spin feature with three respins to start. Each symbol position becomes its own reel, revealing additional Coins holding prize amounts, multipliers, or coveted Megapots™ icons. Every time new Coins land, respins reset to three, keeping the stakes high as the total prize climbs. At the end of the respins, total prizes are multiplied by all revealed multipliers. Collect three matching Megapots™ icons to win the corresponding jackpot.

For the ultimate thrill, if every reel position reveals a Coin, the Hold & Win bonus doubles the total prize—delivering a show-stopping finale. The Mini, Midi, and Mega Megapots™, displayed above the reels, showcase dynamic jackpots that change with every spin and can only be won during the Hold and Spin feature.

Inspired by the iconic Hot Seat from Who Wants to Be a Millionaire, the Hot Seat Free Spins Gamble replicates the same heart-pounding risk-versus-reward excitement. Players can climb the ladder for up to 50 Free Spins, with unsuccessful gambles risking lost spins. Rungs two and seven act as safety nets, guaranteeing 10 and 20 Free Spins, while classic Lifelines—50:50, Phone a Friend, Ask the Audience—offer support at every stage.

Free Spins are triggered by landing three or more Millionaire Scatters, awarding 10 spins and entry to the Hot Seat Gamble ladder. Each Scatter moves players up the ladder, and during Free Spins, win multipliers start at 1x and increase with every Coin that lands. Additional Scatters extend spins, building tension and potential.

For instant intensity, Bonus Buy offers direct access: Hold and Spin for 65x stake, 12 Free Spins for 125x, or 20 Free Spins for 250x. Power Play, available for 8x stake, guarantees at least 10,000 Megaways™ per spin.

With up to 200,704 Megaways™, high volatility, and a maximum win of 91,000x the stake, Millionaire Megapots™ delivers the drama, spectacle, and life-changing ambition of the Hot Seat—all powered by BTG’s signature gameplay innovation.

Nik Robinson, Founder and CEO of Big Time Gaming, said:
“With Millionaire Megapots™, we wanted to capture the raw, edge-of-your-seat tension of the Hot Seat. By combining our Megaways™ engine with Megapots™ and the Hot Seat Free Spins Gamble, players truly feel the heat of the studio floor. It’s all about the big risk, rising stakes, and life-changing reward.”

The post BTG Launches the High-Stakes Thriller, Millionaire Megapots™ appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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GodLike Esports’ gaming creator Sharkshe unveils upgraded gaming room powered by Red Bull

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GodLike Esports star Sharkshe has revealed her newly upgraded gaming room, created in partnership with Red Bull to deliver a premium streaming and content production setup.

Sharkshe, one of India’s leading female gaming creators, boasts over 500,000 YouTube subscribers and is known for her lifestyle content and livestreams featuring games like Battlegrounds Mobile India (BGMI).

The revamped room is designed to elevate both her streaming and content creation. It features moveable custom studio lights for flexible shooting angles, allowing Sharkshe to produce a variety of content without leaving her room.

Red Bull branding is integrated throughout the setup, including a Red Bull cooler, custom can holders, and a mesh wall for hanging memorabilia and personal items. The layout doubles as a fully functional content studio.

The upgraded space will now serve as Sharkshe’s central hub for livestreams, videos, and other creative content, enhancing the experience for her audience.

The post GodLike Esports’ gaming creator Sharkshe unveils upgraded gaming room powered by Red Bull appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Edvardas Sadovskis CPO at ICONIC21

Drive player engagement higher with ICONIC21’s Mines

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Provider introduces an additional arcade game to its expanding collection, enabling operators to capitalize on the increasing demand for dynamic content.

A single action transforms everything in Mines, the newest virtual game from sought-after iGaming content creator, ICONIC21.

Mines operates on a clear grid where each successful uncovering of a safe location immediately increases the multiplier. Enabling the user to choose both the grid dimensions and the count of hidden mines grants them greater control over the unpredictability and possible expansion of their session.

This style of play focuses on the “Cash Out,” a moment of heightened control where the player chooses precisely when to lock in their progress before a mine resets the game board.

The essence of the experience is influenced by managing risk and timing. Players have the option to choose from 3×3, 4×4, or 5×5 grids, in addition to deciding how many mines can show up, effectively creating their own risk-to-reward ratio on the spot.

Mines secures complete market reach with one product, enhancing lifetime value as users revisit to explore new strategies amid various volatility levels, fostering deeper and more meaningful engagement.

This changes the game into a high-efficiency, streamlined format that seamlessly accommodates all player groups.

Edvardas Sadovskis, CPO at ICONIC21, said: “Mines is the perfect balance between simplicity and strategy. Players choose their grid, define their own risk-reward level, and decide how far they want to push their luck.

With the option to use autoplay for fast gameplay and the potential for extremely high multipliers, it creates a thrilling experience where every click matters.

In addition, ICONIC21 provides flexible real estate for custom branding, allowing operators to deliver a bespoke experience that aligns with their specific market identity and target audiences.“

The post Drive player engagement higher with ICONIC21’s Mines appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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