What I meant is being held to a deadline by the trial software. Not by a client expecting them to finish a project, but having a definitive cut-off date by which you need to have decided that you either don't want to use GM and forfeit anything you created with it up to this point or make a purchase. Kinda like that clerk in the tech store you keep asking questions about the product you're considering to buy which he can't simply read off of the sticker on the back and instead lets you try it within the store, then gets really fed up with you when you keep testing more and more things and seems like he's about to yell at you to either get off his lawn or throw money at him already. As unpleasant as such a situation may already be, another key difference here is that previously, keeping a "test" version of said product and using it indefinitely was a viable option. Definitely for those. It's not a common business practice for game engines, though. Many of the current big players in this industry are free to use for hobbyists or in some cases even indie studios that are producing commercial games, all of which are direct competitors which now look more attractive in this regard without them even having to do anything. Applying this business practice to this field and this target audience sounds like a self-KO since you're making your own product appear less appealing than that of your direct competitors.