Steam and Epic both have a minimum price of $0.99, not sure about Apple & Google App Stores. Credit card processors have a minimum charge that makes lower prices untenable.
> Why do you say you "pretend" in your numbers
Where did you pull 10%, happy to go over your math/model.
> Where did you pull 10%, happy to go over your math/model.
The example numbers I posted would give 10%.
The pricing was easy enough that the 10% worst case could easily be pulled from it.
I wouldn't trust the numbers from someone who needed a model to go over to see that and I seriously thought you were joking about not getting where the 10% worst case was from.
I wasn't considering F2P or ad-supported games, so my mental model was seeing $0.99 as the pricing floor. If you want to arbitrarily choose an ARPU, we could get that percentage to any number we wanted to make a point.
> As of July 2023, nearly 97 percent of apps in the Google Play app store were freely available
I don't think "arbitrarily" is the right word to use here. Your mental model might have been $0.99 as the pricing floor, but that mental model does not represent the reality of mobile app stores. Paid apps are a minority on both iOS and Android, the dominant revenue model for mobile games is to offer free downloads/installs with advertising and in-app purchases.
It blows my mind that you open with "The amount of outrage from people with no P&L or game development experience in this thread is unreal" and close with "I wasn't considering F2P or ad-supported games".
Your "mental model" didn't consider 80% of the market by revenue?
My point is that 30% makes the situation worse, because it is not available to you to pay Unity's cut, so it's as if you made 30% less revenue. IE Unity pricing kicks in at $200k gross, but that's only $170k net, which is what is available you as a business to pay Unity.