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I’d suspect if you’re doing those numbers that it’d be a company that’d need to be on Pro licences anyway so the thresholds would be much higher.
by meheleventyone 3y ago
I’d suspect if you’re doing those numbers that it’d be a company that’d need to be on Pro licences anyway so the thresholds would be much higher.
- gs17 3y agoWhat if you're just an indie who makes some random app game that gets popular suddenly? Maybe you made the next Flappy Bird but didn't monetize it quite well enough? >a company that’d need to be on Pro licences anyway They also got rid of the income threshold for Personal licenses.
- meheleventyone 3y agoI’d choose an engine without this silly install based scheme. Which is what I expect most hobbyists and small developers to do now. The other route if the game was F2P or ad supported would be to use a similar process to the big guys and soft-launch to judge the product and monetization on a smaller scale.