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Hi! I am very impressed by how many of them you got released for us so fast, with such high quality not seen very often in this market. I love the new indie-friendly terms, but I just have a couple questions.

So if I am understanding correctly, if our game does not make 30K in USD or more, then we do not need to buy a new license for our next game using the assets?

If our game suddenly meets the threshold but only uses a few icons from a certain pack, can I still work out a deal with you via email for the icons as a separate license? I remember you saying something like that before, and I was just wondering if that was still on the table afterwards.

I'm considering buying a bunch right now with birthday money, given that the price is not usually on sale like this very often.

A lot of them I had semi-completed, I have been working on them since we talked last. It's just that now they got ready for the release and I lined them up.

The license changed now the only determining factor is if the game is "successful" as described in the license. If your game hits any of the tresholds, then for the next game you need another license. At this point even a game which exactly just slightly goes over the treshold should have mathematically earned enough to pay for the licence, making a lot of the earlier communication unnecessary. If there is any special case, my support is always there. However it akes sure that people who want to use the assets for prototypes or are new to dev have it easier and a lot of the risk which before was there, is gone now. The goal of the changes were: to be more forgiving, clearer and more favourable and accessible.

Indeed the sale right now is a one-off exception for people who have been waiting quite a long time for the 32x32 assetpacks, so basically for you. It's literally the best time to complete your collection, because from here on out the 32x32 resize is finished and I will again focus on completing things on the idea/wishlist like before the resizing.