protonMan
Posts: 1
Joined: 12 Apr 2024, 23:14

Re: Updates to Our Licensing Terms

12 Apr 2024, 23:26

So, I just want to make sure I understand the new license.

1: Let’s say you qualify for an Indie license. Then if you make over €100K in a year you will need to upgrade to PRO.

2: If you drop back below €100K after your game has been out for a while you can revert to an Indie license? For future major release upgrades?

3: If you have a Pro license and want to upgrade to a new major version it will cost (€9000 * 0.35) correct?

4: If you have an Indie license, will you get a discount for converting to PRO or will you end up with two licenses an inactive Indie and an active PRO license?
 
User avatar
jsantos
Site Admin
Topic Author
Posts: 4063
Joined: 20 Jan 2012, 17:18
Contact:

Re: Updates to Our Licensing Terms

13 Apr 2024, 03:07

1. Yes
2. Once you are in a PRO license you can't revert to Indie
3. Pro licenses get automatic updates to major versions while the Maintenance and Support (M&S) is being paid (3200 EUR/ year for a single platform).
4. Yes, the Indie license is discounted.

I hope this clarifies things, thank you!
 
User avatar
nadjibus
Posts: 33
Joined: 24 Feb 2022, 04:09

Re: Updates to Our Licensing Terms

16 Apr 2024, 10:29

Isn't 100k gross income too low as a threshold? I mean let's say your game makes 110k, you'll be forced to pay the hefty sum of 9000 for a Pro license, representing nearly 10% of your gross income, which means it could be 20-30% or even more of your net income! and that's for 1 platform only!

I hope you reconsider this, maybe bump it to 250k or even better, 500k?
 
sandolkakos
Posts: 3
Joined: 13 Apr 2024, 02:03

Re: Updates to Our Licensing Terms

20 Apr 2024, 19:58

hey @jsantos, thanks for being very active in replying to the community questions. I have one:

Let's say I release my game using the Indie license and I never need to build a new version of the game anymore, meaning the game at the Store will never receive updates.

1. Do I still need to keep paying for the Indie license in the next years?
2. Also, if my game (which is live but has never received new updates) starts getting more and more revenue till it crosses the 100K, do I still have to jump into a Pro license?
3. Is the license used only at development and build time? Or can it expire in the built/runtime game?
 
User avatar
jsantos
Site Admin
Topic Author
Posts: 4063
Joined: 20 Jan 2012, 17:18
Contact:

Re: Updates to Our Licensing Terms

22 Apr 2024, 15:43

Isn't 100k gross income too low as a threshold? I mean let's say your game makes 110k, you'll be forced to pay the hefty sum of 9000 for a Pro license, representing nearly 10% of your gross income, which means it could be 20-30% or even more of your net income! and that's for 1 platform only!
Yes, we are reconsidering it. Thanks for your comments.
 
User avatar
jsantos
Site Admin
Topic Author
Posts: 4063
Joined: 20 Jan 2012, 17:18
Contact:

Re: Updates to Our Licensing Terms

22 Apr 2024, 15:45

Thank for your questions!
1. Do I still need to keep paying for the Indie license in the next years?
The indie license is a single payment. It is not "per year".
2. Also, if my game (which is live but has never received new updates) starts getting more and more revenue till it crosses the 100K, do I still have to jump into a Pro license?
Only if you keep the development active.
3. Is the license used only at development and build time? Or can it expire in the built/runtime game?
Our licenses are permanent, they never expire (when used with the corresponding major version of course).
 
Phodopus
Posts: 7
Joined: 26 Nov 2021, 21:19

Re: Updates to Our Licensing Terms

30 Apr 2024, 11:09

Isn't 100k gross income too low as a threshold? I mean let's say your game makes 110k, you'll be forced to pay the hefty sum of 9000 for a Pro license, representing nearly 10% of your gross income, which means it could be 20-30% or even more of your net income! and that's for 1 platform only!

I hope you reconsider this, maybe bump it to 250k or even better, 500k?
Consider an indie developer using Noesis to make small mobile games/apps and selling them in app stores. Let's say, the indie developer makes 5 small games or apps for iOS and Android and has a total gross income of 110K. This will be a real gross income (after subtraction of app store fees and VAT) of about 70k or less. If I understand the license correctly, you would need an extra license for each app/game so this would be 5 x 9000€ + 5 x 3600€.
 
kuncarous
Posts: 9
Joined: 14 Nov 2018, 02:45

Re: Updates to Our Licensing Terms

01 May 2024, 21:31

Isn't 100k gross income too low as a threshold? I mean let's say your game makes 110k, you'll be forced to pay the hefty sum of 9000 for a Pro license, representing nearly 10% of your gross income, which means it could be 20-30% or even more of your net income! and that's for 1 platform only!

I hope you reconsider this, maybe bump it to 250k or even better, 500k?
Consider an indie developer using Noesis to make small mobile games/apps and selling them in app stores. Let's say, the indie developer makes 5 small games or apps for iOS and Android and has a total gross income of 110K. This will be a real gross income (after subtraction of app store fees and VAT) of about 70k or less. If I understand the license correctly, you would need an extra license for each app/game so this would be 5 x 9000€ + 5 x 3600€.
As I understand the license is per project, so in this case it would require to make more than 110k per project to have to pay for each project, if the income is from only one project then you would require to pay a license for that specific project, in the pricing page the Indie license appears as per project not per individual or per studio so I think it would work like this, I guess.
 
User avatar
nadjibus
Posts: 33
Joined: 24 Feb 2022, 04:09

Re: Updates to Our Licensing Terms

02 May 2024, 12:31

Yes it's per project.

The actual numbers for let's say 5 games (iOS + Android), that all made above 100k (let's say 120k on average), should be something like this:

Gross revenue = 5 x 120k = 600k
Net revenue = 600k x 0.6 (stores cuts, publisher cut...) = 360k
Revenue after taxes = 200k-250k (depends on the country)

Noesis = 5 x 9000 + 1 x 3600 (extra platform) + 0.35 x (9000 + 3600) (1st year 35% mandatory support) = 45,000 + 3600 + 4410 = 53,010 / 26% (!!!) of the studio revenue, and this before salaries, operations cost, game engine license/fees...

I hope the Noesis team revisit their Indie license very quickly, as it's clearly not suitable for indies at all.
 
asusralis
Posts: 144
Joined: 30 Jul 2018, 05:03

Re: Updates to Our Licensing Terms

10 May 2024, 11:46

If I understand these changes correctly, you can't use Noesis for more than 10 minutes at a time without buying a license -- even if you hadn't yet released your project?

Isn't this a really bad change? I would expect you to need a license for when you are about to release your project on a storefront, but requiring a $195 fee to even develop using Noesis seems crazy to me. Won't this turn most people off from even trying Noesis?

Why not keep the trial system - needing to refresh the key every 30 days - so that people can at least try to develop something using Noesis without spending $195 dollars?

Who is online

Users browsing this forum: No registered users and 0 guests