Web Site Update
by Eric Preisz · 07/15/2010 (10:26 am) · 185 comments

It’s 3:05 am PST and we just finished the most recent upgrade to the site. As a game programmer ( semi-retired ) web deployment makes me nervous. I don’t get that comfy chair, worn-in baseball glove, feeling that I get from the technology domains that feel more like home to me. Luckily, I’ve been able to calm my nerves with few slices of bacon covered pizza. So far, we made it through the update without any major issues. Thanks a million to those in the associate’s forum who spent their free time beta testing for us when they could have been working on their games:
Special Thanks: Fyodor "bank" Osokin Joseph Euan Michael Hall Tom Spillman Konrad Kiss David Montgomery-Blake Ted Southard Giuseppe De Francesco |
Thanks guys!
The site changes will seem relatively small at first glance, so I’ve put this blog together to help point out some of the foundational changes that make this update a bigger one than you might notice at first glance.
One of my tenants is that bad news should be delivered first, so let’s get that out of the way. You have sent us a lot of web related bug reports and changes and we didn’t cover many of them in this update. Our focus on this round is more about updating systemic business related updates. If we don’t fix those systemic issues, they will undermine all other aspects of how we do business. We’ve been doing a lot of this over the past few weeks and we are slowly raising the tide for more positive future changes. Functionality fixes to come, please hang in there.
So let’s dive into the update:
Brand – Last year we announced that we were retiring the GarageGames name for most of our businesses ( the game studio occasionally uses the GG name ). This is bittersweet change for sure. I have a fondness for the name and more so for the ideology behind the name. As do many, many, people for whom the name GarageGames touched. But the reality is that we are a very different company. Some say better; some say worse -but in the end we are definitely different. Switching to the Torque brand is recognition of that change and a new identity that we can use to move forward with on future projects. You will notice a new logo that contains the phrase “By InstantAction” which helps people understand that we are a part of a bigger company with a broader focus. We are three divisions: Tools & Engine, Game Studio, and Platform. You know what this division does, but you may not be aware of the others. The game studio is very busy working on high-end socially driven games and the Platform is building the next generation of services (achievements, e-commerce, etc.) that modern gamers expect. | ![]() |
Studio Licensing – For a long time we have not given the public visibility into the pricing for studio licenses. Studio licenses are seat licenses rather than licenses that are tied to a given individual and in the past we only offered them via direct sales. If you own a studio license, you will notice that you have a new tab in your account named “My Studio”. | ![]() |
Under this tab you can reassign studio licenses to any other individual who has an account on the site. When you assign a license, your studio name will display under their avatar. This is the first of many ideas we’ve discussed to help your studio build its own brand. Expect to see more and more studio services and functionality over the next couple of years. An upgrade from an individual license to a studio licenses is being offered for a promotional price of $25 per upgrade.
EULA – We’ve updated our EULA for all of our engines (third party products are not part of the uber EULA ). Prior to this change we had different EULAs for each product line which made it difficult to manage and difficult for our users to understand. By consolidating we are making the licensing easier on all involved. We are open to your feedback so if you have any questions regarding the changes, feel free to contact us licensing@torquepowered.com.
Product Names – If you’ve been around the company for a while you know that naming products hasn’t always been our strength ( you might remember the TAT incident ). We’ve done a lot better in recent years, but there is still some confusion when we talk about future vs. current products. To solve this problem we are adding a year designation to our product names. A year denotes a major change in the software. For example, the Torque 3D that you know today is now known as Torque 3D 2009. If we made a major change in the software (typically an editor upgrade or major value increase), we would likely update the year to denote the dramatic upgrade ( i.e. Torque 3D 2011 ). Updates will be delivered as service packs. Torque 3D 2011 SP3. That sounds cool. We will be migrating products to this naming convention over the next couple of releases.
Over the next few weeks, we have a series of blogs that we have been waiting to deliver. Keep checking the site for new updates and news related to all of the work we’ve been doing over the past couple of months. Until then, feel free to post any site bugs related to these changes in this thread. Also, we have our web developer monitoring the live chat system in the bottom right hand corner to help you if you get stuck over the next couple of days. There will be bugs, but we will do our best to fix them ASAP.
Thanks everyone!
About the author
Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.
#62
I was about to purchase igtb for 475. I put it in my cart and sent an email making sure I was doing this right.
I wasn't sure if I need to add the pro with source for 150.
I go to check and the item in my cart went up to 750.
What's the deal. If your gonna offer a discount at leastbleave it up long enough to get out the credit card.
I was about to pay and now I don't even what's going on.
Starting at no product what do I actually need to buy and paynto get going twith itgb.
07/15/2010 (6:27 pm)
Ok wait what the heck. I was about to purchase igtb for 475. I put it in my cart and sent an email making sure I was doing this right.
I wasn't sure if I need to add the pro with source for 150.
I go to check and the item in my cart went up to 750.
What's the deal. If your gonna offer a discount at leastbleave it up long enough to get out the credit card.
I was about to pay and now I don't even what's going on.
Starting at no product what do I actually need to buy and paynto get going twith itgb.
#63
07/15/2010 (6:30 pm)
Sorry for repeating myself (and being a pain): What happens if I purchased Torque 2D Pro studio without Torque 2D?
#64
iTorque 2D reguires Torque 2D Pro (aka TGB Pro). The total cost of these is $750($250 for T2D, $500 for iT2D). If you do not own a T2D license when you add iT2D to your cart it is added automatically. That $475 looks like an error on the site.
07/15/2010 (6:36 pm)
@JamesiTorque 2D reguires Torque 2D Pro (aka TGB Pro). The total cost of these is $750($250 for T2D, $500 for iT2D). If you do not own a T2D license when you add iT2D to your cart it is added automatically. That $475 looks like an error on the site.
#65
(edited for clarification)
07/15/2010 (6:41 pm)
Traditionally, non-Studio licenses were disallowed for use by companies with annual revenues in excess of $250,000, or receiving outside funding. Does this $25 (for now, $200 premium after this promotion ends) upgrade mean that we're now clear of that limitation?(edited for clarification)
#66
@James - It does sound like a bug. And we haven't been able to reproduce it yet. Thanks for the heads up and sorry for the jolting experience.
07/15/2010 (6:41 pm)
@Andy - We will pull a report for all unqualified studio purchases and offer refunds.@James - It does sound like a bug. And we haven't been able to reproduce it yet. Thanks for the heads up and sorry for the jolting experience.
#67
So just add the 750 to my cart and I have everything I need. Sweet.
I just wanted to make sure it wasn't 750 plus 250
Pretty excited to fire it up.
I've been working with the demo for some time and am loving it.
Thanks
07/15/2010 (6:42 pm)
Cool So just add the 750 to my cart and I have everything I need. Sweet.
I just wanted to make sure it wasn't 750 plus 250
Pretty excited to fire it up.
I've been working with the demo for some time and am loving it.
Thanks
#68
Other than that great work with the update and perfect response time to this issue!
07/15/2010 (6:49 pm)
Ye a confirmation on the issue Bryan took up would be great, My common sense tells me that $25 does not get me through the 250k barrier.Other than that great work with the update and perfect response time to this issue!
#69
We are handling all non-game requests on a case-by-case basis. There will be a blog regarding phase research ( think SBIR if you are familiar with them ) on Friday.
07/15/2010 (6:56 pm)
@Bryan - The $250,000/yr. stipulation has been removed for all game development. I wish we had more $250,000+ companies using our tech. Awesomely talented people ( that make great community members ) work for game companies with $250,000+ in revenue.We are handling all non-game requests on a case-by-case basis. There will be a blog regarding phase research ( think SBIR if you are familiar with them ) on Friday.
#70
07/15/2010 (7:09 pm)
@Eric how does that change the Indie licensing for tools etc? i currently own the "before the fact" binary version of T3D i also own the Houdini license purchased for 99$ via the tools tab for indie development.
#71
07/15/2010 (7:11 pm)
@Eric - This is great news! A number of us here have had personal Torque licenses and used it off and on for rapid prototyping. Knowing that this more easily opens up the possibility of us using this for shipping products is fantastic.
#72
The EULA and studio licensing is only for our engine products. Third party tools are still in the same boat. We will work with vendors if they want to be a part of our studio offering, but with this update, nothing has changed for non-engine products.
07/15/2010 (7:13 pm)
Let me double check with the lawyer since he and I talked about this a few weeks ago. I believe the conclusion is that we have the ability to grandfather you if you prefer the old over the new license.The EULA and studio licensing is only for our engine products. Third party tools are still in the same boat. We will work with vendors if they want to be a part of our studio offering, but with this update, nothing has changed for non-engine products.
#73
http://www.torquepowered.com/products/torque-3d
A seat discount in the future would be nice or a certain amount of seats per Studio purchase. As a comparison, another program allows the owner to get 25 seats to hand out right away. A little accessive, I'd go with something like 2-5 myself from a business standpoint.
07/15/2010 (7:13 pm)
The Licensing page should be updated to remove the $250,000 stipulation:http://www.torquepowered.com/products/torque-3d
A seat discount in the future would be nice or a certain amount of seats per Studio purchase. As a comparison, another program allows the owner to get 25 seats to hand out right away. A little accessive, I'd go with something like 2-5 myself from a business standpoint.
#74
07/15/2010 (7:14 pm)
@Bryan - I'm glad we are meeting your needs. For those who want this capability it's a great deal. For those who don't...it feels like an upgrade for some text on your avatar. We have a lot of potential with this model. We've been working on it since March.
#75
07/15/2010 (7:15 pm)
@Leathel - Correct. Thank you.
#76
I can still use products i bought via indie prices with my T3D i currently have?
Thanks for the quick responses once again!
07/15/2010 (7:15 pm)
Ok just for confirmation then:I can still use products i bought via indie prices with my T3D i currently have?
Thanks for the quick responses once again!
#77
In terms of 3rd party tools like Houdini, AFX, Ai Starter Kit, pureLIGHT etc they are still bound by the EULA that is on their product page or in some cases part of their install.
07/15/2010 (7:17 pm)
@Jonas - The engines now work under an Individual vs Studio setup instead of a Indie vs Commercial setup. Your individual license to T3D is tied to you where as the Studio would allow you to assign it to a contractor/employee/friend for use. As Eric mentioned revenue is no longer used in the EULA.In terms of 3rd party tools like Houdini, AFX, Ai Starter Kit, pureLIGHT etc they are still bound by the EULA that is on their product page or in some cases part of their install.
#78
So far i am in the clear. Let me clarify my question: If my houdini EULA is telling me that i specifically need a T3D indie license to use the product (The before the fact commercial license wouldn't be allowed) would that mean i now need a individual license and not the studio one (as it was before just changed names)
I also understand that 3rd party software is governed by there individual companies and there EULA may differ from IA's but in the sense of generality will this change the current state of there EULA's since there currently is no Indie licenses since they changed that.
I hope that make sense.
07/15/2010 (7:28 pm)
@DerekSo far i am in the clear. Let me clarify my question: If my houdini EULA is telling me that i specifically need a T3D indie license to use the product (The before the fact commercial license wouldn't be allowed) would that mean i now need a individual license and not the studio one (as it was before just changed names)
I also understand that 3rd party software is governed by there individual companies and there EULA may differ from IA's but in the sense of generality will this change the current state of there EULA's since there currently is no Indie licenses since they changed that.
I hope that make sense.
#79
07/15/2010 (7:34 pm)
@Jonas - Correct, you are fine to use your Houdini license with your individual T3D license. There will probably be some updates to third party EULA's that refer to our previous EULA.
#80
07/15/2010 (7:39 pm)
Nice work getting the site update out for everyone! 


Employee Eric Preisz
GarageGames