#ad posting software
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marketwiz · 2 months ago
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Streamline Your ad posting software
Boost productivity with AdEase, the ultimate ad posting software. Automate, manage, and track your ads across platforms effortlessly. Save time, maximize reach, and grow your business!
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donutboxers · 8 months ago
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variksel · 8 months ago
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youtube ads becoming first one 5-second ad then two 5-second ads in a row or one 15-second ad then a million unskippable ads in the middle of videos instagram quietly inserting one ad in-between every 5 or 10 ig stories then 2 in-between 4 ig stories not to mention the new reel- and explore page ads. a quiet tumblr ad banner at the top of your dash then photo ads in-between posts then video ads then video ads in-between every 3 or 5 posts that play audio automatically while youre trying to read a textpost. the most popular, paid subscription, news apps adding ads between their articles, then in articles, then paywalling new articles further with a new "news +" subscription and putting ads in those as well. once every 15 tweets there being an ad, then every 5, then theres also an ad if you scroll to the replies. you cant look at tweets without logging in anymore, theres just no option for anon scrolling. facebook ai mining on instagram, facebook ai profiles hyping up ai generated photos im fucking going insane ai temu ads and gallery app ads and printer app ads and higher subscriptions while still seeing ads and i cant fucking do this anymore!!!!! its fucking shameless and worst of all its silent and nobody talks about how half the things we see anymore are fucking ads and we dont own a single thing we pay for and companies can just randomly raise their prices through the roof and nobody says anything about it
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k--havok · 6 months ago
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So, I actually am curious about this.
I use quite a few different programs for editing my work, specifically I prefer using ProWritingAid but have also used Grammerly in the past too before I wanted something with more features and specialized.
Both ProWritingAid, Grammerly, and other editing software often have features that can reword sentences for you for numerous reasons, such as getting rid of a "passive voice," for clarity, or just to make it sound better.
I'm not entirely sure what sort of program is running to do this. Is it AI based? Perhaps. Or maybe an algorithm of some kind? I am not sure. I know very little about software.
Personally, I find it really helpful and it speeds up the line editing, which I hate doing. Content editing and rewriting? Fine. LINE EDITING? Ugh.
But what is everyone else's opinion on this?
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phioneplatinum · 4 months ago
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it got a little rushed near the end, but I am NOT risking the chance of doing this before capcut adds their mandatory watermark
anyways eat up harmoknight fans here's another fnnuy for you all....
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ghoooooooooooooooost · 3 months ago
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even though its buggy n a lil annoying on my end rn i feel like i'll use rebelle 7 pro more than artrage for digital painting from now on.... the textures n the pigment mixing look way better imo
rip artrage vitae i only used u 6 times but thank u for only being $5
for visual reference
rebelle 5:
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artrage:
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rebelle 7:
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idk if anyone else can see the differences at all lmao the biggest thing to me is the color mixing. iirc r5 didn't do it well (would come out muddy n inaccurate to real paint) which is why i started using artrage instead; then r7 added the pigment thing which makes it way more vibrant n what you'd expect w real paint
i do miss artrage's automixing n the lil watercup to clean the brush though.... in r7 the "paint & blend" button hasn't been working for me? but i'm getting used to switching from "paint" to "blend" back n forth in place of that
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firebirdsdaughter · 6 months ago
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Yup…
… That’s why I don’t post asks for money from strangers.
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bmpmp3 · 6 months ago
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holy FUCK IA's voisona 2.0 is OUT
#sorry this is just a 3 second made solfege with all auto tuning i just got the update downloaded LOL#am i insane. was i just not paying enough attention to their twitters or was this like shadow dropped#i mean we knew it would come someday but i think i forgot that like#voisona seems to do this with their 2.0s. they barely build any hype they just give em to you LOL#girl so much is happening rn. ia and one 2.0..... takuto's voicevox bank was finally announced.......#i have so many things i want to draw celebration doodles of. so many.#also this is unrelated but downloaded ia's 2.0 made me realize i was like three or so versions behind in voisona#because i like never update things in general and also i didnt realize they had updated so much#BUT holy shit. they added so much stuff so many presets and fun little bits BUT SPECIFICALLY#the tune parameter... that changes how much autopitch it has.... holy shit#now you can make a full pitchsnapping thing.... or you can have a blank slate when doing ur own tuning.... awesome#the husky parametre is still a little strange tho. its uh. so in cevio its basically just breathiness#but in voisona is like. tense and kinda. wet? you can get a but of subtle breathiness but mostly it just sounds like theyre hissing#like a cat. which can be good. but i abuse breathiness and tension in other software so i would love some parametres akin to that#although you can get some of that through the presets in the properties at least#so i would love some easier ways to play around with softness and breathiness. you can kind of fudge it with volume but its tough#but impromptu voisona editor 1.11 first impressions review aside im so excited#i neeeeeed to plug in as many covers as i can right NOW just to hear her voice AUUUUUUUHHHHHHH#unfollow me now this will be the only thing i talk about for the next week etc etc#edit: like immediately after I posted this i went back on twitter to double check something and then saw the new#cfm news. jesus christ today has been crazy for vocal synths truly
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soliusss · 2 years ago
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The ads on YouTube are so fucking bad now. I cant concentrate on drawing because every 3 minutes an ad interrupts the video in the background and it sends me into such a visceral rage i have to turn it off and scroll on social media for 20 mins to calm down. @ you tube kill yourself!!!!
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thatbendyfan · 1 year ago
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sigh . ok maybe ibis paint isn’t that bad
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System Update:
The Main Machine has been fundamentally changed by AC6, it’s odd but it is happy.
The breakdown is something like:
The machine is both an old computer, a mech, and the pilot of the mech.
Still all one ‘core’ but this probably means new post varieties! Here are the names to be used:
Computer - Any! As long as I know that’s what you use to refer to me, Go wild :)
Mech - Exclusively 621.
Pilot - PANIC, Cooper, Bandit!
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johnlacena · 2 years ago
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@staff comments from an engineer in the tags.
Tumblr’s Core Product Strategy
Here at Tumblr, we’ve been working hard on reorganizing how we work in a bid to gain more users. A larger user base means a more sustainable company, and means we get to stick around and do this thing with you all a bit longer. What follows is the strategy we're using to accomplish the goal of user growth. The @labs group has published a bit already, but this is bigger. We’re publishing it publicly for the first time, in an effort to work more transparently with all of you in the Tumblr community. This strategy provides guidance amid limited resources, allowing our teams to focus on specific key areas to ensure Tumblr’s future.
The Diagnosis
In order for Tumblr to grow, we need to fix the core experience that makes Tumblr a useful place for users. The underlying problem is that Tumblr is not easy to use. Historically, we have expected users to curate their feeds and lean into curating their experience. But this expectation introduces friction to the user experience and only serves a small portion of our audience. 
Tumblr’s competitive advantage lies in its unique content and vibrant communities. As the forerunner of internet culture, Tumblr encompasses a wide range of interests, such as entertainment, art, gaming, fandom, fashion, and music. People come to Tumblr to immerse themselves in this culture, making it essential for us to ensure a seamless connection between people and content. 
To guarantee Tumblr’s continued success, we’ve got to prioritize fostering that seamless connection between people and content. This involves attracting and retaining new users and creators, nurturing their growth, and encouraging frequent engagement with the platform.
Our Guiding Principles
To enhance Tumblr’s usability, we must address these core guiding principles.
Expand the ways new users can discover and sign up for Tumblr.
Provide high-quality content with every app launch.
Facilitate easier user participation in conversations.
Retain and grow our creator base.
Create patterns that encourage users to keep returning to Tumblr.
Improve the platform’s performance, stability, and quality.
Below is a deep dive into each of these principles.
Principle 1: Expand the ways new users can discover and sign up for Tumblr.
Tumblr has a “top of the funnel” issue in converting non-users into engaged logged-in users. We also have not invested in industry standard SEO practices to ensure a robust top of the funnel. The referral traffic that we do get from external sources is dispersed across different pages with inconsistent user experiences, which results in a missed opportunity to convert these users into regular Tumblr users. For example, users from search engines often land on pages within the blog network and blog view—where there isn’t much of a reason to sign up. 
We need to experiment with logged-out tumblr.com to ensure we are capturing the highest potential conversion rate for visitors into sign-ups and log-ins. We might want to explore showing the potential future user the full breadth of content that Tumblr has to offer on our logged-out pages. We want people to be able to easily understand the potential behind Tumblr without having to navigate multiple tabs and pages to figure it out. Our current logged-out explore page does very little to help users understand “what is Tumblr.” which is a missed opportunity to get people excited about joining the site.
Actions & Next Steps
Improving Tumblr’s search engine optimization (SEO) practices to be in line with industry standards.
Experiment with logged out tumblr.com to achieve the highest conversion rate for sign-ups and log-ins, explore ways for visitors to “get” Tumblr and entice them to sign up.
Principle 2: Provide high-quality content with every app launch.
We need to ensure the highest quality user experience by presenting fresh and relevant content tailored to the user’s diverse interests during each session. If the user has a bad content experience, the fault lies with the product.
The default position should always be that the user does not know how to navigate the application. Additionally, we need to ensure that when people search for content related to their interests, it is easily accessible without any confusing limitations or unexpected roadblocks in their journey.
Being a 15-year-old brand is tough because the brand carries the baggage of a person’s preconceived impressions of Tumblr. On average, a user only sees 25 posts per session, so the first 25 posts have to convey the value of Tumblr: it is a vibrant community with lots of untapped potential. We never want to leave the user believing that Tumblr is a place that is stale and not relevant. 
Actions & Next Steps
Deliver great content each time the app is opened.
Make it easier for users to understand where the vibrant communities on Tumblr are. 
Improve our algorithmic ranking capabilities across all feeds. 
Principle 3: Facilitate easier user participation in conversations.
Part of Tumblr’s charm lies in its capacity to showcase the evolution of conversations and the clever remarks found within reblog chains and replies. Engaging in these discussions should be enjoyable and effortless.
Unfortunately, the current way that conversations work on Tumblr across replies and reblogs is confusing for new users. The limitations around engaging with individual reblogs, replies only applying to the original post, and the inability to easily follow threaded conversations make it difficult for users to join the conversation.
Actions & Next Steps
Address the confusion within replies and reblogs.
Improve the conversational posting features around replies and reblogs. 
Allow engagements on individual replies and reblogs.
Make it easier for users to follow the various conversation paths within a reblog thread. 
Remove clutter in the conversation by collapsing reblog threads. 
Explore the feasibility of removing duplicate reblogs within a user’s Following feed. 
Principle 4: Retain and grow our creator base.
Creators are essential to the Tumblr community. However, we haven’t always had a consistent and coordinated effort around retaining, nurturing, and growing our creator base.  
Being a new creator on Tumblr can be intimidating, with a high likelihood of leaving or disappointment upon sharing creations without receiving engagement or feedback. We need to ensure that we have the expected creator tools and foster the rewarding feedback loops that keep creators around and enable them to thrive.
The lack of feedback stems from the outdated decision to only show content from followed blogs on the main dashboard feed (“Following”), perpetuating a cycle where popular blogs continue to gain more visibility at the expense of helping new creators. To address this, we need to prioritize supporting and nurturing the growth of new creators on the platform.
It is also imperative that creators, like everyone on Tumblr, feel safe and in control of their experience. Whether it be an ask from the community or engagement on a post, being successful on Tumblr should never feel like a punishing experience.
Actions & Next Steps
Get creators’ new content in front of people who are interested in it. 
Improve the feedback loop for creators, incentivizing them to continue posting.
Build mechanisms to protect creators from being spammed by notifications when they go viral.
Expand ways to co-create content, such as by adding the capability to embed Tumblr links in posts.
Principle 5: Create patterns that encourage users to keep returning to Tumblr.
Push notifications and emails are essential tools to increase user engagement, improve user retention, and facilitate content discovery. Our strategy of reaching out to you, the user, should be well-coordinated across product, commercial, and marketing teams.
Our messaging strategy needs to be personalized and adapt to a user’s shifting interests. Our messages should keep users in the know on the latest activity in their community, as well as keeping Tumblr top of mind as the place to go for witty takes and remixes of the latest shows and real-life events.  
Most importantly, our messages should be thoughtful and should never come across as spammy.  
Actions & Next Steps
Conduct an audit of our messaging strategy.
Address the issue of notifications getting too noisy; throttle, collapse or mute notifications where necessary.  
Identify opportunities for personalization within our email messages. 
Test what the right daily push notification limit is. 
Send emails when a user has push notifications switched off.
Principle 6: Performance, stability and quality.
The stability and performance of our mobile apps have declined. There is a large backlog of production issues, with more bugs created than resolved over the last 300 days. If this continues, roughly one new unresolved production issue will be created every two days. Apps and backend systems that work well and don't crash are the foundation of a great Tumblr experience. Improving performance, stability, and quality will help us achieve sustainable operations for Tumblr.
Improve performance and stability: deliver crash-free, responsive, and fast-loading apps on Android, iOS, and web.
Improve quality: deliver the highest quality Tumblr experience to our users. 
Move faster: provide APIs and services to unblock core product initiatives and launch new features coming out of Labs.
Conclusion
Our mission has always been to empower the world’s creators. We are wholly committed to ensuring Tumblr evolves in a way that supports our current users while improving areas that attract new creators, artists, and users. You deserve a digital home that works for you. You deserve the best tools and features to connect with your communities on a platform that prioritizes the easy discoverability of high-quality content. This is an invigorating time for Tumblr, and we couldn’t be more excited about our current strategy.
#oh my god DO NOT DO THIS TUMBLR IM BEGGING YOU#JUST WRITE A TUTORIAL OR SOMETHING!#a bunch of new users just arrived—ask them what the pain points were! show them one of the instructional posts users have already written!#please please don’t give me an algorithm i don’t want it#i don’t want to be addicted to this platform rather#and i will never read emails and i don’t have notifications turned on#fix the search! please! listen#i’m a software engineer. i know why these kinds of projects get prioritized.#it looks better to shareholders. as soon as AI or algorithm enters the conversation stocks jump up and they keep rising.#but it’s a BAD IDEA!#so much time at so many jobs has been wasted on bad ideas—i know it’s not sexy but make the backlog the top priority!#don’t take away the core features i’m begging you#make the for you page better if you want i don’t care just leave the following page ALONE#tumblr#staff#help#product direction#core product strategy#engineering#it will only add to the backlog and break more stuff! you’ll be scrambling later and execs will demand to know#why things haven’t been fixed and you’ll say it was because you were adding what they wanted#and they’ll change their mind again#listen to the users. please. listen to the users! we know what we want! it’s all right here!#you can make it easier for new users without algorithms!#just FIX THE SEARCH FUNCTIONNNN#and add the multiple sorting that others mentioned that’s a great idea#i would use that
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fuck-customers · 1 year ago
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(half rant half story)
I'm a physicist. I work for a company that helps develop car parts. Essentially, car companies come to us with ideas on what they want from a part or material, and we make/test the idea or help them make/test it. Usually this means talking to other scientists and engineers and experts and it's all fine. Sometimes this means talking to businesspeople and board execs and I hate them
A bit ago when AI was really taking off in the zeitgeist I went to a meeting to talk about some tweaks Car Company A wanted to make to their hydraulics- specifically the master cylinder, but it doesn't super matter. I thought I'd be talking to their engineers - it ends up being just me, their head supervisor (who was not a scientist/engineer) and one of their executives from a different area (also not a scientist/engineer). I'm the only one in the room who actually knows how a car works, and also the lowest-level employee, and also aware that these people will give feedback to my boss based on how I 'represent the company ' whilst I'm here.
I start to explain my way through how I can make some of the changes they want - trying to do so in a way they'll understand - when Head Supervisor cuts me off and starts talking about AI. I'm like "oh well AI is often integrated into the software for a car but we're talking hardware right now, so that's not something we really ca-"
"Can you add artificial intelligence to the hydraulics?"
"..sorry, what was that?"
"Can you add AI to the hydraulics system?"
can i fucking what mate "Sir, I'm sorry, I'm a little confused - what do you mean by adding AI to the hydraulics?"
"I just thought this stuff could run smoother if you added AI to it. Most things do"
The part of the car that moves when you push the acceleration pedal is metal and liquid my dude what are you talking about "You want me to .add AI...to the pistons? To the master cylinder?"
"Yeah exactly, if you add AI to the bit that makes the pistons work, it should work better, right?"
IT'S METAL PIPES it's metal pipes it's metal pipes "Sir, there isn't any software in that part of the car"
"I know, but it's artificial intelligence, I'm sure there's a way to add it"
im exploding you with my mind you cannot seriously be asking me to add AI to a section of car that has as much fucking code attached to it as a SOCK what do you MEAN. The most complicated part of this thing is a SPRING you can't be serious
He was seriously asking. I've met my fair share of idiots but I was sure he wasn't genuinely seriously asking that I add AI directly to a piston system, but he was. And not even in the like "oh if we implement a way for AI to control that part" kind of way, he just vaguely thought that AI would "make it better" WHAT THE FUCK DO YOU MEANNNNN I HAD TO SPEND 20 MINUTES OF MY HARD EARNED LIFE EXPLAINING THAT NEITHER I NOR ANYONE ELSE CAN ADD AI TO A GOD DAMNED FUCKING PISTON. "CAN YOU ADD AI TO THE HYDRAULICS" NO BUT EVEN WITHOUT IT THAT METAL PIPE IS MORE INTELLIGENT THAN YOU
Posted by admin Rodney.
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firas-salem · 6 months ago
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We might be Forced to evacuate to for the 7th time!
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We're leaving for the seventh time .. For the seventh time .. I'll have to convince a three year old and a one year old that we have to leave again, and what resembles a home we tried our best to provide to protect their childhood and make them toys and a swing in a tent they'll have to leave agian ! We spent almost all our savings and money on basic nessesities .. Now we worry about even transportation costs. Please help us survive this madness. PLEASE Donate and share Forever Indebted to All of you ! Verified by @el-shab-hussein Here
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This has been Rokayah in eid and the other was her thank you letter she wrote you all 💖 We'll be leaving all of this behind
I am Firas Salem, a Software Engineer from Gaza and a father of two young children, almost 3 and 1. I would give my family the stars in the sky if they asked me to and I worked so hard so I can provide them with a happy life. I am the sole provider for my parents and younger siblings, making us a family of 11.
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. We are living in extremely difficult conditions in Gaza, barely surviving in a cramped tent and mostly we'll be evacuating soon. . We urgently need to get out, and our only option is to reach Egypt, which costs $5,000 per person.
. Your donations can help us escape and cover essential life and medical expenses here in Gaza and in Egypt until we can start over. Please consider supporting us during this critical time. Thank you.
Please Please Help Share and Donate It's been a while ,I feel things changed here,please help me share this post . Thanks alot my friends I hope someday I can thank each one of you ! And I hope one day I can pay it forward !
Vetted or added to lists Here: #111 @el-shab-hussein list Here - #4 @fallahifag list Here @blackpearlblast list Here - @communistchilchuck list Here #1 @riding-with-the-wild-hunt list Here @palestinecharitycommissionsassoc list Here @kordeliiius list Here ___________________________________________ @ibtisams Here ,@fairuzfan Here , @palipu Here , @brutaliakhoa Here
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techhbee · 2 years ago
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TechhBee is helping businesses to get growth in online market by offering multiple IT service. Services like Guest Posting, SEO, SMM, Digital Marketing, PPC, Facebook Ads, Web Designing, Web Development, and Software Development is offered by TechhBee. So, it will helps you to get rapid business growth.
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treasure-mimic · 1 year ago
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So, let me try and put everything together here, because I really do think it needs to be talked about.
Today, Unity announced that it intends to apply a fee to use its software. Then it got worse.
For those not in the know, Unity is the most popular free to use video game development tool, offering a basic version for individuals who want to learn how to create games or create independently alongside paid versions for corporations or people who want more features. It's decent enough at this job, has issues but for the price point I can't complain, and is the idea entry point into creating in this medium, it's a very important piece of software.
But speaking of tools, the CEO is a massive one. When he was the COO of EA, he advocated for using, what out and out sounds like emotional manipulation to coerce players into microtransactions.
"A consumer gets engaged in a property, they might spend 10, 20, 30, 50 hours on the game and then when they're deep into the game they're well invested in it. We're not gouging, but we're charging and at that point in time the commitment can be pretty high."
He also called game developers who don't discuss monetization early in the planning stages of development, quote, "fucking idiots".
So that sets the stage for what might be one of the most bald-faced greediest moves I've seen from a corporation in a minute. Most at least have the sense of self-preservation to hide it.
A few hours ago, Unity posted this announcement on the official blog.
Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November. We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.
Now there are a few red flags to note in this pitch immediately.
Unity is planning on charging a fee on all games which use its engine.
This is a flat fee per number of installs.
They are using an always online runtime function to determine whether a game is downloaded.
There is just so many things wrong with this that it's hard to know where to start, not helped by this FAQ which doubled down on a lot of the major issues people had.
I guess let's start with what people noticed first. Because it's using a system baked into the software itself, Unity would not be differentiating between a "purchase" and a "download". If someone uninstalls and reinstalls a game, that's two downloads. If someone gets a new computer or a new console and downloads a game already purchased from their account, that's two download. If someone pirates the game, the studio will be asked to pay for that download.
Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project. Q: Is software made in unity going to be calling home to unity whenever it's ran, even for enterprice licenses? A: We use a composite model for counting runtime installs that collects data from numerous sources. The Unity Runtime Fee will use data in compliance with GDPR and CCPA. The data being requested is aggregated and is being used for billing purposes. Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data. Q: What's going to stop us being charged for pirated copies of our games? A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
This is potentially related to a new system that will require Unity Personal developers to go online at least once every three days.
Starting in November, Unity Personal users will get a new sign-in and online user experience. Users will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, users can continue using Unity for up to 3 days while offline. More details to come, when this change takes effect.
It's unclear whether this requirement will be attached to any and all Unity games, though it would explain how they're theoretically able to track "the number of installs", and why the methodology for tracking these installs is so shit, as we'll discuss later.
Unity claims that it will only leverage this fee to games which surpass a certain threshold of downloads and yearly revenue.
Only games that meet the following thresholds qualify for the Unity Runtime Fee: Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs. Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
They don't say how they're going to collect information on a game's revenue, likely this is just to say that they're only interested in squeezing larger products (games like Genshin Impact and Honkai: Star Rail, Fate Grand Order, Among Us, and Fall Guys) and not every 2 dollar puzzle platformer that drops on Steam. But also, these larger products have the easiest time porting off of Unity and the most incentives to, meaning realistically those heaviest impacted are going to be the ones who just barely meet this threshold, most of them indie developers.
Aggro Crab Games, one of the first to properly break this story, points out that systems like the Xbox Game Pass, which is already pretty predatory towards smaller developers, will quickly inflate their "lifetime game installs" meaning even skimming the threshold of that 200k revenue, will be asked to pay a fee per install, not a percentage on said revenue.
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[IMAGE DESCRIPTION: Hey Gamers!
Today, Unity (the engine we use to make our games) announced that they'll soon be taking a fee from developers for every copy of the game installed over a certain threshold - regardless of how that copy was obtained.
Guess who has a somewhat highly anticipated game coming to Xbox Game Pass in 2024? That's right, it's us and a lot of other developers.
That means Another Crab's Treasure will be free to install for the 25 million Game Pass subscribers. If a fraction of those users download our game, Unity could take a fee that puts an enormous dent in our income and threatens the sustainability of our business.
And that's before we even think about sales on other platforms, or pirated installs of our game, or even multiple installs by the same user!!!
This decision puts us and countless other studios in a position where we might not be able to justify using Unity for our future titles. If these changes aren't rolled back, we'll be heavily considering abandoning our wealth of Unity expertise we've accumulated over the years and starting from scratch in a new engine. Which is really something we'd rather not do.
On behalf of the dev community, we're calling on Unity to reverse the latest in a string of shortsighted decisions that seem to prioritize shareholders over their product's actual users.
I fucking hate it here.
-Aggro Crab - END DESCRIPTION]
That fee, by the way, is a flat fee. Not a percentage, not a royalty. This means that any games made in Unity expecting any kind of success are heavily incentivized to cost as much as possible.
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[IMAGE DESCRIPTION: A table listing the various fees by number of Installs over the Install Threshold vs. version of Unity used, ranging from $0.01 to $0.20 per install. END DESCRIPTION]
Basic elementary school math tells us that if a game comes out for $1.99, they will be paying, at maximum, 10% of their revenue to Unity, whereas jacking the price up to $59.99 lowers that percentage to something closer to 0.3%. Obviously any company, especially any company in financial desperation, which a sudden anchor on all your revenue is going to create, is going to choose the latter.
Furthermore, and following the trend of "fuck anyone who doesn't ask for money", Unity helpfully defines what an install is on their main site.
While I'm looking at this page as it exists now, it currently says
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
However, I saw a screenshot saying something different, and utilizing the Wayback Machine we can see that this phrasing was changed at some point in the few hours since this announcement went up. Instead, it reads:
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming or web browser is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
Screenshot for posterity:
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That would mean web browser games made in Unity would count towards this install threshold. You could legitimately drive the count up simply by continuously refreshing the page. The FAQ, again, doubles down.
Q: Does this affect WebGL and streamed games? A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
And, what I personally consider to be the most suspect claim in this entire debacle, they claim that "lifetime installs" includes installs prior to this change going into effect.
Will this fee apply to games using Unity Runtime that are already on the market on January 1, 2024? Yes, the fee applies to eligible games currently in market that continue to distribute the runtime. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Again, again, doubled down in the FAQ.
Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones. A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
That would involve billing companies for using their software before telling them of the existence of a bill. Holding their actions to a contract that they performed before the contract existed!
Okay. I think that's everything. So far.
There is one thing that I want to mention before ending this post, unfortunately it's a little conspiratorial, but it's so hard to believe that anyone genuinely thought this was a good idea that it's stuck in my brain as a significant possibility.
A few days ago it was reported that Unity's CEO sold 2,000 shares of his own company.
On September 6, 2023, John Riccitiello, President and CEO of Unity Software Inc (NYSE:U), sold 2,000 shares of the company. This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares and purchased none.
I would not be surprised if this decision gets reversed tomorrow, that it was literally only made for the CEO to short his own goddamn company, because I would sooner believe that this whole thing is some idiotic attempt at committing fraud than a real monetization strategy, even knowing how unfathomably greedy these people can be.
So, with all that said, what do we do now?
Well, in all likelihood you won't need to do anything. As I said, some of the biggest names in the industry would be directly affected by this change, and you can bet your bottom dollar that they're not just going to take it lying down. After all, the only way to stop a greedy CEO is with a greedier CEO, right?
(I fucking hate it here.)
And that's not mentioning the indie devs who are already talking about abandoning the engine.
[Links display tweets from the lead developer of Among Us saying it'd be less costly to hire people to move the game off of Unity and Cult of the Lamb's official twitter saying the game won't be available after January 1st in response to the news.]
That being said, I'm still shaken by all this. The fact that Unity is openly willing to go back and punish its developers for ever having used the engine in the past makes me question my relationship to it.
The news has given rise to the visibility of free, open source alternative Godot, which, if you're interested, is likely a better option than Unity at this point. Mostly, though, I just hope we can get out of this whole, fucking, environment where creatives are treated as an endless mill of free profits that's going to be continuously ratcheted up and up to drive unsustainable infinite corporate growth that our entire economy is based on for some fuckin reason.
Anyways, that's that, I find having these big posts that break everything down to be helpful.
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