Licensing

The following is provided as a simplified overview of our asset licenses.
Nothing written here overrules our license terms nor is legally binding or contractual.
Always refer to the actual Candy Arts licenses for the most accurate information.


Deciding how to price our assets required a lot of thought. We wanted our pricing to be fair, supportive of indie projects, and as simple and straightforward as possible. At the same time, our assets are only possible because we work full-time on them, and they must generate a sustainable revenue if we want development to continue at that pace.

Mainly, we wanted to avoid the following hassles:

• Seats/Users/Size: these can be hard to define, and require careful tracking for large teams and studios. It can also be complicated when it comes to code assets rather than software actively used by developers, and it can be unfair when projects involve far more artists than programmers, or when most programmers don’t interact or work with our assets.
Subscriptions: these force you to gamble on your game’s success, and could result in games becoming abandoned if the profits fall lower than the subscription costs. This isn’t good for you, for your players, or for games in general.
Recurring payments: regularly paying royalties is just a formality for studios, but it can be annoying to some indies and small teams. Therefore, we wanted to offer flat fee options to indie projects.
Revenue caps: you shouldn’t have to worry about being forced to change license terms if your game is too successful.
Per-project licenses: for indie games, having to buy licenses for each new project can become costly, especially if your project doesn’t succeed and break even.
• Excessive prices: we wanted to ensure everyone, including hobbyists and the smallest indies could use our products without being priced-out beyond their means.
Additional content: defining add-ons, expansions, microtransactions, etc. can be complex very fast. We wanted to establish policies where these distinctions are either unnecessary or won’t cause confusion.
Runtime fees: HELL NO!!! Charging devs for each download or installation of their games? Are you kidding?? Who would even think of that???

After much deliberation, we came to what we believe to be the best compromise for everyone:

• For Free Indie projects, our minor assets require paying a small one-time fee for a license, while our major assets are free. This may seem paradoxical, but it goes to our philosophy of supporting indie works: the important major assets that can help you most are available at no cost, and you only pay if you want the convenience of our minor assets.

• For Starter and Pro Indie projects, both our minor and major assets require paying a one-time fee for a license. This fee entitles you to use the corresponding assets for any number of projects, for life, which is a tremendous deal.

• For Studio projects, the pricing of our major assets is royalty-based, while our minor assets give you the choice of either a one-time fee or royalties. This keeps all your budgeting and project management simple: pricing is not based on seats, studio size, development budget, revenue caps, or runtime fees.

Note that Studio licenses are available to everyone. If you qualify as Indie but prefer a royalty-based payment model, or if the upfront flat fees for Indie licenses are out of your budget, you can freely opt for the Studio tier.

TierFree IndieStarter IndiePro IndieStudio
DescriptionFor indie projects that don’t earn revenue.For small indie projects that earn revenue.For medium indie projects that earn revenue.For professional projects.
Creators1-5 Creators max.
All creators must qualify as Indie Creators.
No conditions or limits.
Budget Limit€5 000€5 000€25 000Unlimited.
RevenueCan’t earn direct revenue.Unlimited.Unlimited.Unlimited.
PricingMajor Assets: Free.
Minor Assets: One-time fee (unlimited projects).
One-time fee
(unlimited projects)
One-time fee
(unlimited projects)
Major Assets: Royalty-based.
Minor Assets: One-time fee (per project) or optional royalties.
UpgradesCan upgrade to Starter, Pro and Studio.Can upgrade to Pro and Studio.Can upgrade to Studio.

In summary:
1. Choose a tier your game qualifies for: Free Indie, Starter Indie, Pro Indie or Studio.
• Indie tiers: you can start with the Free tier, then upgrade to Starter or Pro once your game earns revenue.
• Starter and Pro licenses last your entire lifetime, and allow unlimited projects. Pay only once for all your games.
• Studio tier: the only payments due are royalties on your project’s direct revenue, every 3 months. No revenue = no payments.

2. For each asset, assign a license to your game.
• All licenses assigned to a game must be of the same tier.

3. Indie licenses are for actual indies, not big studios.
• This means limited budget, no employees, no more than 5 Creators per project, etc.
• Each Indie Creator needs a license for each asset used.
• See the Indie Projects & Creators section below for details.
• Studio licenses are for everyone, including indies.

4. After you assign a license to a game, we can’t update the terms unless you agree.
• No risk of « Agree to our new terms or remove our assets from your game » coercion.
• When you assign a license to a game, you must assign the latest version. This protection only applies to licenses already assigned.
• We can make license updates mandatory if they have no negative effects for you (e.g. changing our brand name in the license text).

5. You can stop using our assets at any time, and this will release you from license obligations.
• No penalties or waiting times.
• Some obligations may survive (e.g. you’re still liable for any breaches during the time you used our assets).

For further information, please see the content below, or refer to the actual license terms.

License Assignment

Our assets are used by integrating them into Godot projects. Therefore, projects using our assets must be assigned a license of either tier: Free Indie, Starter Indie, Pro Indie or Studio. Note that all Candy Arts licenses assigned to a same project must be of the same tier: you can’t mix Starter and Pro licenses in the same project, even for different assets.

The use of our assets in each project is then governed by the terms of those licenses. Using our assets outside the bounds of such licenses isn’t authorized.
To assign any Candy Arts license to your project, the project and all associated Creators must be in compliance with the terms of the license.

• To properly assign a license to a project, simply add it to the project files, and make sure you don’t include multiple licenses for the same asset (licenses are PDF files). Make sure the license file isn’t encrypted or hidden once you compile your game, so that end-users can easily find and read it.
• Your game should also indicate somewhere which Candy Arts licenses are assigned to it, for example in a menu.
• If your game isn’t available for download but is instead played through a web browser or such method, you should list the licenses where it is accessed, such as the webpage or launcher — placing the list in a tab or a collapsible menu is fine, or you can provide a link to the list: it doesn’t have to be prominently visible, just accessible.

Creators

Creators are any entity (any person or company) who owns rights to a project or who is paid based on a project’s revenue or profits.
For example, indie developers, studios and publishers are usually Creators; studio employees or hired freelancers are usually not Creators as they are paid a salary or a fixed monetary amount.

All Creators of a project are bound by our license terms and therefore responsible for ensuring compliance with those terms.

Distribution platforms and game stores are exempt from being considered Creators (e.g. GoG, Steam, itch.io, brick & mortar stores, etc.).
In other words, your project can qualify as indie even if you use such platforms to distribute or sell it, and these platforms are not bound by the terms of our licenses.

Indie Projects & Creators

We want to support small independent developers, so our assets are offered to them at much lower cost than the value they provide.
For this to work, projects that use our indie licenses must be true indie works. That means: real people, a small team, a small budget, and no ‘business’ practices such as hiring employees.

A project may qualify as Indie if the following criteria are met:
1. The project has no more than 5 Creators at any time.
2. All Creators are physical persons, not organizations.*
3. All Creators own rights to the project.
4. If the project earns revenue, all Creators are entitled to derive payment based on the amount.
5. No employees, interns, etc. All people and entities working on the project are Creators, freelancers doing commissioned work or external services (e.g. marketing services).

All Creators must hold their own Indie licenses. If a project has multiple Creators, each must buy a license for the Candy Arts assets used by the project.
However, since Indie licenses can be used for unlimited projects, Creators don’t need to pay again for licenses they already own.

Be mindful that publishers normally qualify as Creators. They also usually don’t qualify as indie. Avoid publishers or choose them carefully, otherwise your project may require a Studio license.

*Exceptions are provided for Indie Creators who organize under a legal entity purely as a formality, such as legal requirements for doing business in some jurisdictions, tax purposes, or protection against legal liability. This is subject to conditions: see the actual license terms for details.

Project Scope

What’s the scope of your project? Is DLC subject to our license terms if it doesn’t use our assets? Are expansions part of your game’s budget? Do you owe royalties on sequels? With all the options that exist in the video game world today, it can be hard to draw lines precisely.

We use the following definitions:
1. Any game, software or digital product that includes or uses Candy Arts assets is called a Work, and requires licenses for these assets.
This includes DLC that don’t ship with our assets, but which make use of the assets included in the base game (e.g. the base game includes Candy Dialogue Engine, and a DLC only includes dialogues). However, since indie licenses can be used for an unlimited number of projects, you don’t have to buy multiple licenses.

For studio licenses, if an expansion or DLC can’t be used without the base game, and the base game already includes licenses for minor assets, you don’t need to pay one-time fees again for these minor assets.

2. Any game, software or digital product that is closely similar to another Work and differs only in minor or partial ways is called an Alternate Version.
This includes things such as ‘North America’/’Europe’/’Asia’ localizations, ‘Red’ and ‘Blue’ versions of a game, ‘Deluxe’, ‘Gold’ or ‘GOTY’ editions, versions made for use on different hardware or operating systems, etc. For most practical purposes, Alternate Versions are considered the same game.

3. Any game, software or digital product that adds or modifies any content in a Work is an Expansion.
This includes DLC, expansions, patches, and so on. Note that this doesn’t include mods for games (see « Mods and Add-ons » further down).

4. Any product (digital or physical) that unlocks or modifies any content already present in a Work (but doesn’t add content like Expansions) is called an Access Product.
This includes all kinds of game codes, microtransaction-style cards/tokens/passes, and even physical items that can be scanned to unlock in-game content.

Budget Limit

For indie projects, the budget is the total amount of money you spend on making your game.

Included Costs:
• A game’s budget includes purchased assets, commissions, software licenses and third-party services (e.g. cloud servers hosting your game, advertising and marketing for your game, etc.).
• It does not include money spent on courses or tutorials, hardware you’ve purchased and own, electricity bills, energy drinks and snacks that power you through debugging sessions, or the value of your own work/time. The costs of any Candy Arts assets, products or services can also be excluded from the budget calculation.

Cost Splitting:
• Costs can’t be split between multiple projects. For example, If you purchase a 3D asset for €100 and you use it in two projects, that counts as a €100 budget for each project, not €50 per project.
•The budget costs of making add-ons, expansions, DLC, microtransactions, etc. must be added to the budget of your game, since they’re part of your project, but actual spending only needs to be counted once for each product.
• For example, a €100 asset used in your game and in one of its DLC would only add €100 to your game’s budget, not €200 (unless you paid €100 twice); it would also add €100 to the DLC’s own budget. A €50 asset used only in the DLC would add €50 to both your game’s budget and the DLC’s budget.

Cost Limits:
• For Free Indie and Starter Indie projects, the budget limit is €5 000: beyond that amount, your project can’t be considered small or non-commercial.
• For Pro Indie projects, the budget limit is €25 000: this is a large margin to make an indie game; if you have a larger budget, your project should be considered professional and subject to studio licenses.

These rules are necessary to avoid loopholes, such as creating artificial projects, or releasing games in small separate DLCs to stay under the limits while actually working with a studio-scale budget. On the upside, budget limits only apply to Indie licenses, which can be used for any number of projects. Therefore, although costs shared between projects are counted at full value for each, you don’t pay for licenses multiple times.

Revenue

Our licenses don’t impose any revenue limits. If you make a breakthrough commercial indie game and earn millions, you don’t owe us more than what you’ve already paid.

The only condition we have is that Free Indie projects can’t earn any direct revenue. For Studio licenses, royalties owed include all direct revenue as well.

Direct revenue includes:

• Money earned from selling your game or DLC, subscriptions to play your game, microtransactions inside your game, etc.
• Donations and fundraising (e.g. personal donations, Gumroad, Subscribestar, Patreon, Kickstarter, etc…), rewards and contest prizes (e.g. game jam winnings), or any funding by third-parties who aren’t also Creators in relation to your game.
• Revenue from licensing the use of your game in any way (e.g. being paid to let third-parties run servers, or to display advertisements in the game).
• Revenue you perceive on game content sold by third-parties (e.g. royalties, fees or commissions on mods, on the sale or trade of game content or accounts between players, etc.).
• Revenue from selling data or content generated by your game (e.g. user data, usage or performance stats, etc.).
• Revenue from selling the rights/ownership of your game to someone else.

If your Free Indie game promotes your brand and increases sales of other products you offer, if you sell derivative products based on your game (e.g. toys), or if you license your franchise (e.g. allowing a business to use your characters in their advertisements) that’s indirect revenue: you don’t need to upgrade to another license. For Studio licenses, royalties are not owed on indirect revenue.

License Changes

Projects can upgrade to higher license tiers at any time: Free Indie → Starter Indie → Pro Indie → Studio.
Downgrading is unfortunately not possible: it would be too complicated for us to keep track of which license tier a project is subject to, and it would open loopholes.

If your project no longer meets the criteria for its license tier, upgrading is mandatory. That said, if you broke the tier requirements by accident, please contact us as soon as possible so we can try to find a solution to let your project remain at its original tier.

For minor assets on the Studio tier, projects can switch from the royalty model to the one-time fee model at any time.
This gives projects the option to start with the royalty model if their budget is limited, then pay the one-time fees once their revenue allows it.

Note that you can work on Studio projects while continuing to qualify as Indie for personal projects.
For example, if you create a game as an Indie, and you later decide to create a professional studio, your game would only need to upgrade to Studio tier if you make the game a property of the studio, or if the game’s revenue goes to the studio. If your game remains your personal property and its revenue goes to you personally, your studio venture doesn’t affect the game’s licensing.

License Terms Updates

Our licenses come with one of the most fair clauses when it comes to how we can modify them:
• Any modifications to the license terms that may negatively impact your project require your approval. We can’t force you to update your projects to new license versions. We can’t even tell you « Either agree to the new license or stop using our assets ». Once you assign a license to your project, the terms are locked in.

• We can only impose license terms updates if the new terms are not detrimental to you. For example, should we ever rename our brand, we could update our licenses at any time to reflect our new name. We can also modify the license terms automatically if the new terms would benefit users. But even then, you can refuse the new terms if you justifiably find they’d have negative consequences for you.

That said, anytime you assign a license to a project — such as when you add a new asset to an existing project, you start a new project entirely, or you switch to a different license tier — you may only assign the latest version of that license. The guarantee we provide is that once you start a project under specific license terms, the terms won’t change in a bad way and compromise your project.

Cancel Anytime

Your projects are not held hostage by our licenses. If you ever want to part ways, just remove our assets from your project in order to be released from license terms and obligations.

Where reasonably applicable, you must provide updates to new versions of your game where our assets have been removed. Naturally, you can no longer distribute or earn revenue from old versions of your game that include our assets.

You must also stop providing services to old versions of your game that still use our assets (such as access to game servers, or any updates/patches/fixes that don’t also remove our assets).

Of course, this does not cancel prior obligations, such as paying any royalties owed for the entire time you used our assets.

Pricing

All prices and royalty rates vary per asset. That said, a few things remain consistent:

For major assets:
Pro license purchases include Starter licenses as well (in case you ever want to work with other indies who haven’t purchased a Pro license of their own).

For minor assets:
Free, Starter and Pro Indie tiers are priced the same and are sold together: you don’t pay again if your project upgrades from one Indie tier to another.

Two options are provided for minor assets on the Studio tier:
Choose between a one-time fee to give you a fair price cap, or a very low royalty rate to go softer on your budget:
• The one-time fee option is more economic in the long-term or if your game is a big success.
• The royalty option ensures you don’t spend more money than your game earns, and is also a great help if you’re transitioning from Indie to Studio tier and can’t afford all the one-time Studio fees upfront.
• You can switch from the royalty option to the one-time fee at any time, such as when your revenue is comfortable enough to afford it, or once you’ve tested the waters and your game is seeing some success. Royalties are not refundable and don’t provide a discount.
• You can opt for the one-time fees for some minor assets, and opt for the royalty option for others. It’s not all-or-nothing.

Our prices are calculated to bring you considerably more value than they cost. This accounts for the following:
• Time and costs saved not having to develop similar tools and assets yourself, including the ability to start work on your project immediately.
• Time and costs saved through the use of our assets when they make your workflow faster and more efficient.
• Time and costs saved not having to learn to use new tools if you re-use our assets over multiple projects or if your team is already familiar with them.
• The convenience of letting us handle updates and bug fixes.
• The freedom of being able to modify our code and not being forced to depend on us.
• The low risks: affordable upfront fees, or royalties on direct revenue only. No heavy investments, or recurring subscriptions that ask you to gamble on your project’s success.
• The contractual guarantees: we can’t retroactively change license terms or increase fees or royalties. Once you release a project under one of our licenses, the terms are valid for life unless you agree to change them.
• The flexibility of being able to release your projects from our licenses at any time and without penalty if you no longer wish to use our assets.

The actual cost/benefit ratio varies per asset and depends heavily on your project’s needs, but you can usually expect to save multiple times the price of our assets.

Download, Purchase & Payment

Our assets can usually be downloaded for free for trial purposes, but this doesn’t mean they are free to use.

When you publish or earn money from a project that uses our assets, that project must have a valid license for each.
All licenses assigned to a same project must belong to the same tier, even if a project qualifies for multiple tiers at once: Free Indie, Starter Indie, Pro Indie or Studio.

If a license requires payment of a one-time fee, you must purchase the license from us through our official platforms (e.g. Gumroad).
Note that you don’t purchase licenses directly: instead, you purchase a License Assignment Rights Certificate (LARC). A LARC gives you the right to assign a specific license to one or more projects. This is just a minor technicality: you are paying to use commercial licenses.

Mods and Add-ons

Mods are third-party add-ons/plugins or such elements that modify or add content to a base game or software.

Making mods for a game or software that includes Candy Arts assets is allowed, under a few conditions.

1. Mods can only use or include Candy Arts assets if the base game/software has licenses for these same assets.
• This is to prevent loopholes that would allow games/software to use our assets without being bound by our licenses.

2. Mods that include Candy Arts assets require licenses.
• Mod licenses can be a different tier than the base game. For example, a non-commercial Mod can use Free Indie licenses even if the base game is commercial and uses the Starter Indie, Pro Indie, or Studio licenses.
• Mods that only use the assets already found in the base game/software (i.e. no Candy Arts assets are included in the mod itself) don’t need licenses.

3. Mods must be independent creations: the Creators of the base game/software can’t be directly involved.
• Mods where the Creators of the base game/software are directly involved would be considered Expansions.
• The Creators of the base game/software can’t own, work on, finance, derive revenue from, or directly influence the development or the creative direction of mods.
• This applies to all mods, even if they don’t use or include any Candy Arts assets.
• Indirect involvement is fine. Indirect involvement refers to actions that don’t directly influence the creation of specific mods, such as providing the player community with modding tools, tutorials, or mod distribution platforms.

Attribution

Of course, we require that you credit us in your games when you use our assets. We’re not difficult about it, though.

All we ask is that your game displays a Candy Arts splash screen or animation at launch (provided with our assets, in different file formats).
It only needs to be displayed for 3 seconds the first time a player launches your game, and you can make it skippable on future launches.

Spirit, not Rigidity

For legal liability reasons, we can’t say that we won’t enforce the terms of our licenses in some situations. What we can say is what our priorities are.

Our focus is primarily on the following
:
• Infractions that cause important harm to our interests or to our goal of supporting Indie game development.
• Intentional attempts to breach our license terms or infringe our copyrights, especially when done for personal gain.
• Infractions which would set a precedent that would make it hard to enforce our rights or license terms in the future.

We prefer to show flexibility, understanding and pragmatism for minor, unintentional infractions. For example, if an indie developer forgets to account for some expenses in their budget, nobody wins if we take a heavy-handed and punitive approach. On the other hand, everyone benefits if we allow that developer to upgrade to the appropriate license tier. This is even reflected in our license terms, which stipulate we must enforce our licenses reasonably, in good faith, and provide opportunities to fix breaches before taking further action.

Should you accidentally break any license terms, your best course of action is to reach out to us immediately so we can work out a solution to bring your project back in compliance, at minimal inconvenience to you and us.

Special Cases

We’re aware that license terms can’t perfectly cover every single edge case and hypothetical scenario, especially when it comes to software and video games.
We therefore remain open to negotiating special agreements and license terms.

However, we can’t spend time writing custom licenses for everyone, so we request the following:
• Please first verify that your situation isn’t already covered by any of our existing licenses, or that you can’t adapt your project to our licenses.
• Please only request special terms if you have a strong project proposal. This includes: a verified track record of releasing successful games, a fully fleshed-out development plan, an adequate budget, and essentially arguments to convince us our time would be well-invested granting your request.
• Please be prepared to cover any expenses we’ll incur by having legal professionals review your proposal and/or writing a custom license. We will of course check back with you beforehand, to let you know what the expected cost might be and to confirm your wish to proceed.
Please be prepared, upon request, to design a license draft and submit it to us for review. This requires having a good understanding of our existing licenses, and either knowledge of contract law or the resources to hire legal expertise. This step gives credibility to your request.
[E099 PROGRAMMER IS OVERLY POLITE]
Candy Arts is under no obligation to offer custom license terms, even if we agree to consider your request and we engage in any kind of discussion or negotiation with you on the matter. Nothing is guaranteed, binding or final until a custom license is approved and signed by both parties.