Pricing of Construct 2?

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  • Looking to budget for future expenses. Has C2 deiced on pricing?

    Will it include an Android exporter? If not what is the cost of that?

    Thanks

  • Patience basically.

  • [quote:2sin0iq5]The first licenses offered should be really cheap - the plan is for the early-adopter licenses to be ?20 and provide 3 years of updates. (Again, the software can still be used forever.)

    Taken from the FAQ.

  • For what is worth, it would like to offer my $.01.

    What made Construct an appealing choice was not only that it was good but also that it was free. This was also the main reason why I succeeded in adopting it for the class I was teaching. If it adopts a license scheme $$/seat (even if just $25 like Game maker), I'm pretty sure I'll have to switch to something else for my course (most likely GM Lite).

    In a world where people can now use engines like Unity and Unreal basically for free also for small commercial projects, I'm really afraid an old fashioned license model will be unsuccessful.

    My suggestion for the Construct developers (who obviously need to get some money out of their huge commitment) is to try get development funds (Kickstarter, IndieFund?) first. I guess $10-15k should be a relatively easy target to achieve (recently the people behind a new game history museum in San Francisco, the MADE, made more than $20k through kickstarter) and then make money by giving online classes, writing books, offering paid support as consultants etc. while maintaining Construct free.

    In this way I believe the community will still grow and Construct will become more and more relevant which I'm afraid it won't happen if a license fee is applied.

    In any case, to all the guys working on Construct: take care, you rock!

  • There's also the option of CPM ad-supported software. There are free programs out there making a fortune from ad supported software business models. It's an instant money-maker, because you're getting paid each time the user opens the program.

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  • For what is worth, it would like to offer my $.01.

    What made Construct an appealing choice was not only that it was good but also that it was free. This was also the main reason why I succeeded in adopting it for the class I was teaching. If it adopts a license scheme $$/seat (even if just $25 like Game maker), I'm pretty sure I'll have to switch to something else for my course (most likely GM Lite).

    In a world where people can now use engines like Unity and Unreal basically for free also for small commercial projects, I'm really afraid an old fashioned license model will be unsuccessful.

    My suggestion for the Construct developers (who obviously need to get some money out of their huge commitment) is to try get development funds (Kickstarter, IndieFund?) first. I guess $10-15k should be a relatively easy target to achieve (recently the people behind a new game history museum in San Francisco, the MADE, made more than $20k through kickstarter) and then make money by giving online classes, writing books, offering paid support as consultants etc. while maintaining Construct free.

    In this way I believe the community will still grow and Construct will become more and more relevant which I'm afraid it won't happen if a license fee is applied.

    In any case, to all the guys working on Construct: take care, you rock!

    Don't forget:

    • Construct 1 is still being actively developed, the community has taken it under it's wings and theres a lot of work going on behind the scenes. The new website will fully support it
    • Construct 2 will have a free edition, for non commercial use
  • Tom So I'm just curious, I remember a thread where you noted the difference between royalties and volume related license prices. What I know from other companies is that, usually, license fee gets lower if volume is larger.

    Let's say I pay my 40$ lonely license and make a gazillion bucks with my project, is there a percentage rules over sales or it will only be per volume ?

  • No, we really dislike the royalties idea. I wont say never because nothing is finalised yet, but it's highly highly unlikely. The current model we are thinking about states that if you earn over $x per year you need a developer license which costs around 3x more, but that's with generous allowance (you need to be turning over tens of thousands of pounds). But again, this is all subject to change.

  • Why not instead of crippling a good idea, monetize the stuff around it. Construct is the engine let the engine be free. Don't put all work on a paid version but instead you could open up a market place for resources. Plugins, sprites, arts, services. Make everyone be able to make some money by letting people post their stuff for others to pay to have in their games. Then you can take some percent of the sale.

  • Make everyone be able to make some money by letting people post their stuff for others to pay to have in their games. Then you can take some percent of the sale.

    Why would you want that? If that's the case you could end up paying thousands for Construct, plus the cost of plugins and the like instead of what, ~$300 for a commercial license?

  • I was referring "crippling a good idea" to change construct to a paid version. Of course I sincerely mean that construct should be free in order to compete with game maker. But to make money I was talking about putting weight on monetizing stuff around construct instead of construct itself.

  • We did consider that idea but generally don't like it, we would prefer users to buy it, then have access to anything. Skimming and charging for tidbits/other things could be seen as deceptive (even if it isn't). It would be really hard to manage multiple licenses and chasing up small fees as well.

  • I wasn't suggesting an open market place as the only option forcing people to buy tidbits. I only suggested that if people can participate to get something for their creation then that would be driving force in itself to spread construct. If instead you pay once for a product to get all free stuff then I would think you would miss the driving force you otherwise have with the other option.

    With a free version you compete with other free product. With a paid version you compete with other commercial products and that makes it so much more difficult. With a free version you also have the spreading effect because it looks more sincere.

    Well any way as long as the free and open source version is thriving and growing people will grow with it and I will continue create video tutorials.

  • As long as a free version isn't a crippled version if the paid version, then I'd be fine with it.

  • Azu, how could we sell the paid version if the free version didn't have anything missing? :-\

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