DataGame
DWG 001 · DataGameSheet 1 of 8

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.

Fig. 1 · A real battle royale match from August 2026, drawn from the game server's record. Drag to orbit, scrub the timeline.On the blueprint: white is people, light blue is bots (labeled by the server), red is kills
10+ TBRecords, logs and events
200M+Players across our titles
10 yrsOf games run live
8Kinds of data, linked
Sheet 2 · Schedule of holdings

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.HoldingWhat it isScaleStatus
H-01Match recordsServer-side records of multiplayer matches: movement and aim, every hit, loot, vehicles, the storm, placement.Millions of matchesAvailable
H-02Player historiesPseudonymized careers: skill, progression, sessions and social play over years.200M+ playersAvailable
H-03EconomyStores, markets, offers and currencies. What players valued, traded and bought.Years of transactionsAvailable
H-04Action tracesFlappy Bird seeds and every input. Exact actions in a deterministic world.Growing dailyAvailable
H-05Source and reviewsGame code, commits and pull requests with review threads, across titles we own.A decade of reposAvailable
H-06Studio workBug tickets, design docs and team threads, consented and redacted, linked to code.Years of ticketsAvailable
H-07Live ops and performanceBalance patches, config changes, tests, crashes and frame times, with player outcomes.Thousands of devicesAvailable
H-08Environments and evalsRL environments on production rules, and benchmarks with human baselines.Growing libraryAvailable
DWG 002Holdings scheduleScale NTSRev A
Sheet 3 · System drawing

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.

DWG 003 · Match data path · Scale NTSRev A
1The server, not the player's screen, is the source of truth. Every event is stamped with the server tick.
2One record per match: every player, every hit, the storm and the result, in one file.
3Bots are flagged at the source, so human play can be separated or used as a control.
DWG 003System drawingScale NTSRev A
Sheet 4 · Process drawing

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.

DWG 004 · Studio loop · Scale NTSRev A
DWG 004Process drawingScale NTSRev A
Sheet 5 · Detail A

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.

DWG 005 · Match record schema · Field names as storedRev A
DWG 005Schema detailScale NTSRev A
Sheet 6 · Plates

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.

Prime Rush key art
PL. 1Prime Rush. Battle royale shooter, server match records.
__flappy-1__
PL. 2Flappy Bird. Seeds and every flap since July 2026.
__liveops-market__
PL. 3Live ops. The Prime Rush player market and economy.
MaskGun key art
PL. 4MaskGun. Multiplayer first-person shooter.
__tc-2__
PL. 5Tower Conquest. Real-time strategy.
__tc-3__
PL. 6Unit placement.
__tc-4__
PL. 7Upgrades.
__flappy-2__
PL. 8A deterministic world.
DWG 006PlatesFootage from live titlesRev A
Sheet 7 · General notes

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.

DWG 007General notesScale NTSRev A
Sheet 8 · Schedule of tests

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.BenchmarkTestsModel getsScored byHuman baseline
T-01Next stateWorld modelingSeconds of match statePosition and event errorArchive players
T-02Human or botPerceptionOne player's movement and fireServer bot flagNot applicable
T-03Zone routingPlanningPosition, loadout, stormSurvivalPlayers in the same spot
T-04Flappy BirdControl · RLFrames or statePipes clearedLive players, same seeds
T-05Tower ConquestStrategyBoard, hand, opponentWin rateRanked ladder
T-06Fix the bugSoftware agentsReal ticket and repoTests and the shipped fixThe engineer who fixed it
Spec 1 · Consent

Collected fairly

Under each game's terms and privacy policy. Studio data only with employee consent.

Spec 2 · Privacy

Pseudonymized

Player IDs replaced, nicknames removed, personal data stripped before delivery.

Spec 3 · Provenance

Labeled

Bots flagged. Every field marked recorded, reconstructed or inferred.

Spec 4 · Rights

Cleared

Titles we hold rights to. Exclusive or not, per dataset, in writing.

Spec 5 · Delivery

Documented

Schema, data card and versioned releases, delivered to your cloud.

DWG 008Tests and specificationsScale NTSRev A
References · Journal

From the archive.

All writing →