I thought their cut of sales have always been like that. It's free until you've sold X units, and then the pricing tiers start.
Aka, low barrier to entry to get devs on the platform, and then they make their money when you're (relatively) successful.
Game engines are very difficult, and require a lot of support to keep up with hardware, industry changes. This pricing seems more than fair. Writing your own game engine from scratch will add way more than 30% to the dev cost.
Its not a problem if it's a cut of sale price, but for every installation (or in webgl games every time someone streams it) which the devs don't even get compensation? So if someone wants to play on multiple devices the cost for developments go up? They don't even host it, why would the game devs pay for them? They already paying them from sales price, and most likely a subscription fro unity pro (and they conveniently dropped the cheapest tier, so you need to pay even more for the same benefits) so it really seems like just a new tax for extra the revenue. This send like a really good way to chase away any developer.
Can't wait to see this article 50 more times today reposted to more instances and communities because I didn't get enough of it yesterday when it was the only story on my feed over and over again