Pricing Your Unity Source Code: $40, $60 or $120?
Pricing a template on what the game earned is the classic mistake. Here is how to think in tiers, what justifies the next tier up, and how to set single versus multi licences and compare payout shares.
The classic pricing mistake is anchoring on what the game earned, which is usually nothing, instead of on what the buyer saves, which is weeks. A buyer comparing a $60 template with a freelance build, which runs to thousands of dollars (two to four weeks of a Unity developer at typical freelance rates, see the cost breakdown), does not care that your soft launch flopped. Here is a way to place a listing in a tier; for the prices listings actually carry today, the price calculator reads live listing prices.
The tiers
- $40 to $50 (single licence): one complete game, one mechanic, playable end to end, levels included but no level editor or a basic one, ads hooked up. The floor on HyperCodeStore is $19.99 for any listing, but a complete game priced near the floor invites the question of what is missing.
- $50 to $80: the same plus a real level editor, a documented project structure and a demo build the buyer can play before purchase. This is where most complete puzzle templates with editors are priced.
- $80 to $150: multi-game packs, engines with a shared code base, or a single game with a full meta layer (currencies, shop, daily rewards). Buyers at this tier are studios, and they read the documentation before they buy.
- Tools: $20 to $100 depending on how much of a developer’s week they replace. A utility that saves an afternoon is $20 to $35; a system that would take a week to write, like a charting framework or a recycling list, is $35 to $85.
Single versus multi licence
A single licence covers one published title; a multi licence covers several by the same buyer. Price the multi licence at 1.5 times the single. Higher than that and studios buy two singles; lower and you leave money on the table with the buyers most likely to reskin the same game three times. The store shows both prices side by side, so the ratio is visible to the buyer.
What moves a listing up a tier
- A level editor. It is what separates a template you can grow into a hundred-level game from one you have to extend yourself, and it is the clearest justification for the next tier.
- A playable demo (WebGL or APK). A buyer who has played the game knows what they are paying for; a video only shows it.
- Documentation with a setup section, a reskin section and a level-creation section.
- A clean compatibility statement: Unity version, render pipeline, ad SDK versions, tested devices.
- Screenshots that show the editor and the project window, not only gameplay.
Payout shares
Marketplaces keep a share of each sale. On HyperCodeStore sellers start at 70 percent of the sale price, rising to 85 percent with sales volume, and the store handles payment, invoicing, licence delivery and refunds. When you compare venues, compare the net: a higher headline share on a store with no buyers is worth less than a lower share where the listing actually sells. Then price for the buyer, not for the share; the share only changes what you keep, not what they will pay.
Listing is free and takes a few minutes: upload the project, set single and multi prices, add screenshots and a demo. Details on the seller page.
If you are unsure between two prices, start high with a launch discount. A discount reads as generosity; a price rise reads as a bait and switch.