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Package Distribution

Licenseware

Commercial PD

The distribution model where PD libraries sold games at low prices with royalties paid to authors - a middle ground between free public domain and commercial publishing.

Amigaatari-st distributionamateurroyaltiespublishing 1989–present

Overview

Licenseware was a distribution model primarily on the Amiga where PD (public domain) libraries sold games and software at low prices (£2-5) with royalties paid to the original authors. It created a middle ground between truly free PD software and commercial publishing, enabling amateur developers to earn money without securing a traditional publishing deal.

Fast Facts

  • Era: Late 1980s-mid 1990s
  • Platform: Primarily Amiga
  • Price: £2-5 typically
  • Royalty: Paid to author
  • Distribution: PD libraries
  • Quality: Curated selection

How It Worked

AspectDetails
Author createsGame or application
Library acceptsCurates quality
Library sellsAt set price
Author receivesPercentage royalty

Compared to Other Models

ModelPriceAuthor Payment
Public DomainFree (copy fee)None
Licenseware£2-5Royalty
Budget£1.99-2.99Advance/royalty
Full price£20-30Advance/royalty

Major Licenseware Labels

LabelPlatformNotes
F1 LicensewareAmigaVarious titles
AMOS PD LicensewareAmigaAMOS-made games
SoftvilleAmigaVarious
RobtekAmigaVarious

Why Authors Chose Licenseware

BenefitValue
Low barrierNo publisher needed
IncomeSome money vs none
ExposureLibrary catalogues
Credibility”Published” status

Quality Control

Licenseware differed from pure PD:

  • Libraries curated submissions
  • Minimum quality standards
  • Reputation mattered
  • Better = more sales

Typical Licenseware Titles

TypeExamples
AMOS gamesMany small games
UtilitiesUseful tools
EducationalLearning software
NicheSpecialised applications

Economic Reality

FactorTypical
Price£3-4
Author royalty50%
Per sale to author£1.50-2
Units soldHundreds typically

Not riches, but pocket money for hobby work.

Legacy

Licenseware anticipated modern indie distribution—platforms where anyone could sell their work without traditional gatekeepers, at prices they controlled, with transparent royalty splits. It was itch.io thirty years early.

See Also