The most complete record of how people play and how games are made.
Ten years of live games, 200M+ players and the studio that built them, catalogued for AI labs. Everything here comes from games we built and servers we run.
Everything a studio makes, indexed.
Most vendors license one slice. We hold the whole chain, from the code that ran the game to the players who played it.
| No. | Holding | What it is | Scale | Status |
|---|---|---|---|---|
| H-01 | Match records | Server-side records of multiplayer matches: movement and aim, every hit, loot, vehicles, the storm, placement. | Millions of matches | Available |
| H-02 | Player histories | Pseudonymized careers: skill, progression, sessions and social play over years. | 200M+ players | Available |
| H-03 | Economy | Stores, markets, offers and currencies. What players valued, traded and bought. | Years of transactions | Available |
| H-04 | Action traces | Flappy Bird seeds and every input. Exact actions in a deterministic world. | Growing daily | Available |
| H-05 | Source and reviews | Game code, commits and pull requests with review threads, across titles we own. | A decade of repos | Available |
| H-06 | Studio work | Bug tickets, design docs and team threads, consented and redacted, linked to code. | Years of tickets | Available |
| H-07 | Live ops and performance | Balance patches, config changes, tests, crashes and frame times, with player outcomes. | Thousands of devices | Available |
| H-08 | Environments and evals | RL environments on production rules, and benchmarks with human baselines. | Growing library | Available |
How a match becomes data.
The game server is the referee. It decides what happened and writes it down. Those records, plus what players' devices report, land in the archive that every dataset, eval and environment is cut from.
How a game gets made, and what each step leaves behind.
Every turn of the studio's loop leaves a record. Linked together, a ticket, the code that fixed it and what players did next become tasks an agent can be scored on.
Inside one match record.
The tables in a single server record, as stored. Every child table hangs off the match and the players in it, so any hit, move or pickup can be joined to who did it and when.
The games, as played.
Footage from titles SuperGaming builds and runs. Each one is a source of records, players and code. Hover or tap a plate for full colour.


What the others leave out.
We read every data vendor's site in this market. These are the things none of them say, and all of them are true here.
The referee's record
Our data comes from the game server, the one source that knows where everyone was and what happened, tick by tick. Not pixels from one screen.
No middleman
We made the games, run the servers and wrote the code. One chain of custody, from player to license.
The whole studio
Gameplay linked to the code, tickets, economy and patches that shaped it. Cause and effect, not clips.
People who chose to play
Real stakes, real skill, no paid sessions. Bots are labeled, so you can drop them or use them as a control.
Every genre
Shooters, strategy, arcade, racing and Roblox, on mobile and PC, across emerging and mature markets.
Baselines from millions
Human scores from real competitive players at every skill level, for every benchmark we ship.
Measured against people.
Each benchmark comes with a human row from the same game and a grader that reads the server record. Environments run on production rules.
| Ref. | Benchmark | Tests | Model gets | Scored by | Human baseline |
|---|---|---|---|---|---|
| T-01 | Next state | World modeling | Seconds of match state | Position and event error | Archive players |
| T-02 | Human or bot | Perception | One player's movement and fire | Server bot flag | Not applicable |
| T-03 | Zone routing | Planning | Position, loadout, storm | Survival | Players in the same spot |
| T-04 | Flappy Bird | Control · RL | Frames or state | Pipes cleared | Live players, same seeds |
| T-05 | Tower Conquest | Strategy | Board, hand, opponent | Win rate | Ranked ladder |
| T-06 | Fix the bug | Software agents | Real ticket and repo | Tests and the shipped fix | The engineer who fixed it |
Collected fairly
Under each game's terms and privacy policy. Studio data only with employee consent.
Pseudonymized
Player IDs replaced, nicknames removed, personal data stripped before delivery.
Labeled
Bots flagged. Every field marked recorded, reconstructed or inferred.
Cleared
Titles we hold rights to. Exclusive or not, per dataset, in writing.
Documented
Schema, data card and versioned releases, delivered to your cloud.
From the archive.
Notes from the archive.
What labs and lawyers ask.
Tell us what you're building.
Write to us directly, or use the form. AI agents can email the same address; our llms.txt and catalog.json describe what we hold.