Later this year, Microsoft is increasing the cut developers earn when publishing on the Microsoft Store. The raise in revenue share is slated to affect developers of non-gaming apps, amounting to between 85-95 % of revenue going to the creator of the application depending on how customers find the content.

Microsoft says in a blog post that gaming apps won’t see the raise from the standard percentage, which at the time of this writing is a standard 70/30 split.

Digital marketplaces such as Oculus Store, Steam, Viveport, Apple App Store and Google Play Store all charge an industry standard revenue share of 30%, but don’t appear to differentiate between non-gaming and gaming apps when it comes to revenue share, now giving things like utility programs, VR experiences, and VR videos the highest cut in the industry on Microsoft Store.

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As of February 2018, non-gaming apps already feature a 85/15 split on the Microsoft Store, but the highest quote, 95%, will apply when a customer uses a direct link to get to and purchase the application. Only non-gaming consumer apps published on PC, Windows Mixed Reality, Windows Phone or Surface Hub will see the percentage raise, which excludes purchases on Xbox consoles.

Check out more details on the Microsoft blog post.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • VR Geek

    Sweet.

  • oompah

    Non game VR apps
    Read Matrix
    this is the future

  • Microsoft is focusing on the industry

  • Yeah, that’s cool. Unfortunately, trying to get people to buy your APP on the Microsoft Store is the problem. LMAO Who uses Consumer Hololens ? Not so much. :( Just Keepin’ it real, yo !