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

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Play’n GO’ electrifies iGaming with Lab of Madness It’s a Wild!
Play’n GO throws the switch on Lab of Madness It’s a Wild!, a gothic comic-inspired slot that surges with strange science and surprise. Players join the unconventional Dr Frankenstein as she attempts to jolt her patchwork Monster to life in a lab where every pull of the lever sparks new possibilities.
Inside her shadowy castle laboratory, the eccentric doctor – equal parts brilliant and bizarre – is moments away from success. Lightning dances across Tesla coils, strange bulbs flicker with colour, and each spin builds towards a shocking breakthrough.
At the centre of the chaos is the Monster Wild. It’s not just a symbol – it’s a scene-stealer, shifting positions, stretching across reels, and multiplying wins with raw energy. These Wilds can even combine their powers, filling the screen with movement and mayhem. Add to that a Power Up feature that delivers sudden prizes, and a Free Spins mode where stacked effects can keep the game alive with electricity – and the result is a slot packed with spark.
The visual style draws inspiration from retro horror comics, fusing dramatic shadows and hand-drawn details with neon bursts. The monochrome lab, oversized coils, and lively symbols create a world that’s both eerie and entertaining.
Magnus Wallentin, Games Ambassador at Play’n GO, said: “Lab of Madness It’s a Wild! gave us a chance to mix sharp design with surprising features. It’s got humour, heart, and just enough madness to keep players coming back for more.”
Between quirky characters, energetic gameplay, and a fresh twist on a classic tale, this is one experiment you’ll want to see through to the end.
The post Play’n GO’ electrifies iGaming with Lab of Madness It’s a Wild! appeared first on European Gaming Industry News.
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SOFTSWISS Game Aggregator Adds Five New Studios to Its Global Portfolio
The SOFTSWISS Game Aggregator continues to expand its industry-leading portfolio, which now features over 35,000 active games from both established and emerging providers. The company has announced new partnerships with Peter & Sons, Just Slots, BlueJack Gaming, FA CHAI Gaming, and TokaCity – five studios bringing original content and strong regional expertise.
The SOFTSWISS Game Aggregator connects operators to the widest and most diverse range of games through a single seamless integration. A recent Kantar study revealed that operators select software providers based on security, reliability, revenue-growth potential, stable infrastructure, and high-quality client service. SOFTSWISS is fully committed to these priorities, consistently delivering robust security, proven stability, and responsive support, while enabling operators to unlock new business opportunities.
Through its Game Aggregator, SOFTSWISS not only ensures operational excellence with 99.999% uptime but also provides the industry’s largest content hub with over 35,000 active games, helping partners drive engagement and retention. This commitment to quality and growth has earned SOFTSWISS the highest Net Promoter Score (NPS), reinforcing its position as the most trusted and reliable partner in the industry.
Nikita Keino, Head of Partnerships at SOFTSWISS Game Aggregator, comments: “Expanding our portfolio with five new studios strengthens the value we deliver to operators. Each partner adds unique mechanics, themes, and market perspectives, ensuring our clients can keep their offerings fresh and competitive. At the same time, we provide the reliability and tools that help operators maximise the impact of this content across multiple markets.”
The Game Aggregator has just welcomed newly added game providers to its portfolio:
- Peter & Sons stands out for its distinctive design, sound, and mechanics, with popular titles like Barbarossa, Barbarossa Revenge, and Ghostfather.
- Just Slots released its first game in 2024 and aims to launch 10 titles by the end of 2025. Now its portfolio includes Book of Arcane 100 and Shogun Skylord.
- BlueJack Gaming offers more than 40 slots and table games, including King’s Crown, Macao Ladder, and Quick Blackjack.
- FA CHAI Gaming specialises in slots and arcade-style content, including the popular 3D Fishing series and Coin Dozer.
- TokaCity combines modern slot design and crash-game PVP elements with immersive storytelling, developing visually engaging titles with broad appeal.
With the addition of these five studios, alongside recent integrations of CG Games, Champion, and Formula Spin, the SOFTSWISS Game Aggregator further strengthens its position as the industry’s largest content hub, ensuring that operators can deliver tailored, competitive portfolios to meet diverse player demands.
About SOFTSWISS
SOFTSWISS is an international technology company with over 15 years of experience in developing innovative solutions for the iGaming industry. SOFTSWISS provides comprehensive software for managing iGaming projects. The company’s product portfolio includes the Casino Platform, the Game Aggregator with over 35,000 casino games, Affilka Affiliate Platform, the Sportsbook Platform and the Jackpot Aggregator. The expert team, based in Malta, Poland, and Georgia, counts over 2,000 employees.
The post SOFTSWISS Game Aggregator Adds Five New Studios to Its Global Portfolio appeared first on European Gaming Industry News.
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Esports Charts becomes the official viewership analytics partner of the StarLadder StarSeries Season 19
Esports Charts, the leading esports viewership analytics provider, is pleased to announce a new partnership with StarLadder, a veteran tournament organizer.
The companies will partner for the new season of StarLadder StarSeries Season 19 — the legendary tournament series returns to the professional Counter-Strike scene after a six-year break.
As the official analytics partner of the StarLadder StarSeries Season 19, Esports Charts will provide comprehensive, real-time audience data and insights throughout the event for a deeper understanding of the tournament’s global reach.
“We’re proud to provide real-time viewership analytics for StarLadder StarSeries Season 19,” said Artyom Odintsov, co-founder and CEO of Esports Charts. “We welcome the return of StarLadder to the Tier‑1 Counter-Strike stage, adding healthy competition among tournament organizers. This season marks an exciting new chapter for a historic series, and our data will help capture audience engagement throughout the event, giving organizers, teams, and sponsors valuable insights into global viewership trends.”
StarLadder has been a driving force in global esports for almost 25 years, since hosting its first tournaments in 2001. The company has organized some of the industry’s most iconic events, including the StarLadder Berlin Major and The DOTA 2 Chongqing Major in 2019. Later this year, StarLadder will also host the Budapest Major 2025 — where it was earlier announced that Esports Charts will serve as the official viewership analytics partner.
The StarSeries tournament series, a key part of StarLadder’s brand, has helped launch the careers of numerous Counter-Strike stars. The last StarSeries event, StarSeries & i-League CS:GO Season 8, took place in October 2019 in Turkey. After a six-year hiatus, the series is finally set to make its return this fall with a brand-new season in Europe.
“StarLadder’s decision to partner with Esports Charts once again reflects our confidence in their leadership in esports viewership analytics. Their methodology sets the benchmark for accuracy and transparency — from tracking impressions with a true 30-second viewing window to providing insights that go far beyond raw numbers. Together, we are committed to giving brands and fans a deeper statistics of competitive Counter-Strike, powered by metrics that truly matter,” shared Viacheslav Shcherbakov, Head of Sales & Partnerships at StarLadder.
The StarLadder StarSeries Season 19 will run from September 18 to 21 in Budapest, Hungary, featuring a $500,000 prize pool. Eight teams will battle for the title: Natus Vincere, B8 Esports, Passion UA, 9INE, PARIVISION, OG, and Gentle Mates.
The post Esports Charts becomes the official viewership analytics partner of the StarLadder StarSeries Season 19 appeared first on European Gaming Industry News.
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