Independent Game Developers can now license the popular nFringe tool at a reduced cost

AUSTIN, TX (February 28, 2011) – Pixel Mine, Inc. today announced a new independent game developer pricing and licensing plan for its popular Unreal Engine 3 (UE3) tool nFringe to be used with Epic’s Unreal Developer Kit (UDK).

The $249.00 (US) nFringe indie license grants the developer full use of the nFringe product to develop a commercial game or application using the UDK. Royalty terms of the license are 0% up to the product’s first $25,000 (US) in revenue and then a 10% royalty on the product’s revenue from $25,000 (US) up to $250,000 (US).

Pixel Mine’s Creative Director, Bill Money said, “We are Indies ourselves, so we know the financial struggle it takes to make a game dream a reality. Our new license model brings an extremely valuable tool to indie developers with a very low upfront cost.”

Recognized as a Best Tool winner in Epic’s $1 Million Intel Make Something Unreal Contest, nFringe includes the first UnrealScript source-level debugger to successfully tie into the familiar Visual Studio experience. It includes support for breakpoints, stepping, locals, user watches, the Immediate window, and the Quick Watch window.

For more information about nFringe, please visit

About Pixel Mine 
Headquartered in the gaming hotbed of Austin, Texas, Pixel Mine, Inc. is a developer and publisher of high quality independent entertainment products. More information about Pixel Mine can be found online at

Pixel Mine is a member of Epic’s premiere Integrated Partners Program (IPP).

About Unreal Engine 3 
The award-winning Unreal Engine is known for cutting-edge graphics and its best-of-breed toolset. Unreal Engine 3 maintains those features while adding massive world support, multi-processor support, next-generation console optimizations, and one of the most mature tool pipelines in the industry. Unreal Engine 3’s advanced toolset is designed specifically to accelerate developers’ productivity for ultra-complex, next-generation content. Additional information on Unreal Engine can be obtained through the Unreal Technology Web site at


Bill Money
Pixel Mine, Inc.



  • By Ron, April 10, 2011 @ 12:34 pm

    Guys, seriously? 10% royalty of any revenue over 25k and less than 250k? FOR WHAT?! Don’t get me wrong – not knocking the software – I think it’s great….but this pricing schedule is retarded.

    – Overall, very polished.
    – Provides option to install as visual studio addon, or as standalone app using VS Shell.
    – Really tight integration; is getting very close to providing every feature available to the built-in languages (or equivalent functionality)

    BUT 10%?
    There are a few, but not really that many. While the current level of reliability and robustness are more indicative of a product that’s still in beta, I think most of us can overlook that because it’s clear you’re still very active on development, and turn around time is fairly minimal for problems with it.

    So not many for the software, but the audacity of the pricing makes it a dealbreaker for me as well, I’m afraid.

    – Let’s start with you’re ALSO charging $250 a seat up-front? Is this an April’s Fool joke?

    – Epic developed the entire engine, wrote the gameplay code, created the asset pipeline, setup the production pipeline to the extent that they are all but stocking the shelves, then packaged it all up into a nice, neat little distribution as the UDK…..yet your royalties fee is pretty damn close to what they take, not to mention the royalties due to Steam if that’s the game’s distribution model.

    – 80% of this product was created by others. You’re getting like 75% of the functionality you need from VSIP and Visual Studio, and another 5 – 7% from UE3 (the debugger engine).

    – Paying any kind of royalty (never mind the ridiculous amount) for ONE tool used to develop a game, when creating a game requires using dozens of different software apps. Modelling, drawing, high-poly normal-mapping, skinning, rigging, animations….just on the art side. Then we have the UE3 pipeline, Adobe Flash, the UDK itself, Steam. Then all your office and tracking software, acrobat, email, accounting software, etc. But the UnrealScript Visual Studio Add-On (that’s only used by the programmers) should get 10%? That arrangement could be acceptable for a licensee, perhaps (certainly still hard to swallow, depending on the company) but for UDK developers?

    Could be I’m alone on this, and you won’t be missing my business at all. If that’s the case, hey, more power to ya. But from here, it sounds like you are smoking some really good stuff over there. 🙂

  • By Tim, April 29, 2011 @ 11:32 pm

    Showstopper with the royalty. I’d rather pay for Unity. Come on guys, 10%? You’ve made debugger, not an IDE or game engine.

Other Links to this Post

RSS feed for comments on this post. TrackBack URI

Leave a comment