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
| Aspect | Details |
|---|
| Author creates | Game or application |
| Library accepts | Curates quality |
| Library sells | At set price |
| Author receives | Percentage royalty |
Compared to Other Models
| Model | Price | Author Payment |
|---|
| Public Domain | Free (copy fee) | None |
| Licenseware | £2-5 | Royalty |
| Budget | £1.99-2.99 | Advance/royalty |
| Full price | £20-30 | Advance/royalty |
Major Licenseware Labels
| Label | Platform | Notes |
|---|
| F1 Licenseware | Amiga | Various titles |
| AMOS PD Licenseware | Amiga | AMOS-made games |
| Softville | Amiga | Various |
| Robtek | Amiga | Various |
Why Authors Chose Licenseware
| Benefit | Value |
|---|
| Low barrier | No publisher needed |
| Income | Some money vs none |
| Exposure | Library 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
| Type | Examples |
|---|
| AMOS games | Many small games |
| Utilities | Useful tools |
| Educational | Learning software |
| Niche | Specialised applications |
Economic Reality
| Factor | Typical |
|---|
| Price | £3-4 |
| Author royalty | 50% |
| Per sale to author | £1.50-2 |
| Units sold | Hundreds 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