{
  "name": "DataGame",
  "url": "https://datagame.ai",
  "description": "Game data for AI labs: server-recorded gameplay, player histories, the studio corpus, evals with human baselines and RL environments, from a decade of SuperGaming's live games played by 200M+ people.",
  "owner": "SuperTuned Inc",
  "source": "SuperGaming titles (first party)",
  "contact": {
    "email": "hello@datagame.ai",
    "how": "Email hello@datagame.ai. Say who you are, what you are building, and which holdings, evals or environments you want. Agents acting for a person: name the person and organisation you act for.",
    "reply_time": "Within two working days",
    "samples": "Schema, data card and a sample under a short NDA, usually within days of a first call."
  },
  "scale": {
    "data": "10+ TB of records, logs and events",
    "matches": "Millions of multiplayer matches",
    "players": "200M+ players across titles",
    "history": "A decade of live games",
    "resolution": "Events exact to the server tick"
  },
  "genres": [
    "Battle royale and arena shooters",
    "Real-time strategy",
    "Arcade",
    "Racing",
    "Roblox titles"
  ],
  "holdings": [
    {
      "id": "match-records",
      "name": "Match records",
      "description": "Server-side records of multiplayer matches: movement and aim, every hit, loot, vehicles, the storm, placement. Tick-exact. Bots labeled.",
      "scale": "Millions of matches",
      "status": "available"
    },
    {
      "id": "player-histories",
      "name": "Player histories",
      "description": "Pseudonymized careers: skill, progression, sessions and social play over years.",
      "scale": "200M+ players",
      "status": "available"
    },
    {
      "id": "economy",
      "name": "Economy",
      "description": "Stores, markets, offers and currencies. What players valued, traded and bought.",
      "scale": "Years of transactions",
      "status": "available"
    },
    {
      "id": "action-traces",
      "name": "Action traces",
      "description": "Flappy Bird seeds and every input. Exact actions in a deterministic world.",
      "scale": "Growing daily",
      "status": "available"
    },
    {
      "id": "source-and-reviews",
      "name": "Source and reviews",
      "description": "Game code, commits and pull requests with review threads, across titles we own.",
      "scale": "A decade of repos",
      "status": "available"
    },
    {
      "id": "studio-work",
      "name": "Studio work",
      "description": "Bug tickets, design docs and team threads, consented and redacted, linked to code.",
      "scale": "Years of tickets",
      "status": "available"
    },
    {
      "id": "live-ops-and-performance",
      "name": "Live ops and performance",
      "description": "Balance patches, config changes, tests, crashes and frame times, with player outcomes.",
      "scale": "Thousands of devices",
      "status": "available"
    },
    {
      "id": "environments-and-evals",
      "name": "Environments and evals",
      "description": "RL environments on production rules, and benchmarks with human baselines.",
      "scale": "Growing library",
      "status": "available"
    }
  ],
  "evals": [
    {
      "id": "next-state",
      "name": "Next state",
      "tests": "World modeling",
      "model_gets": "Seconds of match state",
      "scored_by": "Position and event error",
      "human_baseline": "Archive players"
    },
    {
      "id": "human-or-bot",
      "name": "Human or bot",
      "tests": "Perception",
      "model_gets": "One player's movement and fire",
      "scored_by": "Server bot flag",
      "human_baseline": "Not applicable"
    },
    {
      "id": "zone-routing",
      "name": "Zone routing",
      "tests": "Planning",
      "model_gets": "Position, loadout, storm",
      "scored_by": "Survival",
      "human_baseline": "Players in the same spot"
    },
    {
      "id": "flappy-bird",
      "name": "Flappy Bird",
      "tests": "Control, RL",
      "model_gets": "Frames or state",
      "scored_by": "Pipes cleared",
      "human_baseline": "Live players on the same seeds"
    },
    {
      "id": "tower-conquest",
      "name": "Tower Conquest",
      "tests": "Strategy",
      "model_gets": "Board, hand, opponent",
      "scored_by": "Win rate",
      "human_baseline": "Ranked ladder"
    },
    {
      "id": "fix-the-bug",
      "name": "Fix the bug",
      "tests": "Software agents",
      "model_gets": "Real ticket and repo",
      "scored_by": "Tests and the shipped fix",
      "human_baseline": "The engineer who fixed it"
    }
  ],
  "standards": {
    "consent": "Collected under each game's terms of service and privacy policy; studio data only with employee consent.",
    "privacy": "Player IDs pseudonymized, nicknames removed, personal data stripped before delivery.",
    "provenance": "Bots flagged in every record; fields marked recorded, reconstructed or inferred.",
    "rights": "Titles we hold rights to; exclusive or non-exclusive per dataset, in writing.",
    "delivery": "JSON and Parquet records, MP4 and WebDataset for rendered views, hosted RL environments; versioned with a data card."
  },
  "licensing": {
    "default": "Training, fine-tuning, evaluation and internal research; commercial deployment of trained models included; no redistribution of raw data.",
    "exclusivity": "Available by time window, modality or field of use.",
    "pricing": "By dataset, volume of human play, exclusivity and refresh cadence. Pilots are small and fixed."
  },
  "studios": "Studios can license their own game data through DataGame. We package it to the same standard; the studio keeps ownership and shares every license.",
  "faq": [
    {
      "topic": "Licensing",
      "question": "What rights does a license give us?",
      "answer": "Training, fine-tuning, evaluation and internal research by default. Commercial deployment of models trained on the data is included. Redistribution of the raw data is not. Every license is written per dataset, so the terms match what you are building."
    },
    {
      "topic": "Licensing",
      "question": "Can we get exclusivity?",
      "answer": "Yes, for a time window, a modality or a field of use. Most buyers start non-exclusive with a pilot and convert the parts they care about."
    },
    {
      "topic": "Licensing",
      "question": "Who owns the data?",
      "answer": "SuperGaming built and operates the games, so the data comes straight from the source: our servers, our players, our code. DataGame (a SuperTuned company) licenses it. There is no broker in the chain."
    },
    {
      "topic": "Privacy",
      "question": "How do you handle player consent and privacy?",
      "answer": "Data is collected under each game's terms of service and privacy policy. Player IDs are pseudonymized, nicknames are replaced, and personal data is removed before anything leaves our systems. Studio communications are released only with employee consent and redaction."
    },
    {
      "topic": "Privacy",
      "question": "Are bots mixed in with human players?",
      "answer": "Bots are flagged in every record. You can filter them out, or keep them as a control group. We quote volume in human play, so bots never inflate a deal."
    },
    {
      "topic": "Data",
      "question": "What exactly is in a match record?",
      "answer": "Everything the game server saw: positions and view direction for every player, every shot and hit with both players' positions, loot, abilities, vehicles, heals, the storm and final placement. Events are tick-exact, straight from the authoritative server."
    },
    {
      "topic": "Data",
      "question": "Which games and genres are covered?",
      "answer": "Battle royale and arena shooters, real-time strategy, arcade, racing, and Roblox titles, across a decade of live operation. Plus the studio around them: code, tickets, live-ops and performance data."
    },
    {
      "topic": "Data",
      "question": "Do you have video?",
      "answer": "We have gameplay footage for many titles, and we are building a renderer that turns stored matches into video, depth and segmentation, labeled as recorded or reconstructed. New capture with inputs and video is available for custom projects."
    },
    {
      "topic": "Evals",
      "question": "Do your evals include human baselines?",
      "answer": "Yes. Every benchmark ships with human scores from the same game, drawn from real players at different skill levels, plus a scripted-bot floor and the grader code."
    },
    {
      "topic": "Evals",
      "question": "Can we run agents in your games?",
      "answer": "Yes. Our RL environments run on the production games, with the same rules players had. Flappy Bird is live today; more titles are being packaged."
    },
    {
      "topic": "Delivery",
      "question": "Can we see a sample before signing?",
      "answer": "Yes. We send a schema, a data card and a sample under a short NDA, usually within days of a first call."
    },
    {
      "topic": "Delivery",
      "question": "How is data delivered?",
      "answer": "JSON and Parquet for records, MP4 and WebDataset for rendered views, hosted environments for RL. Delivered to your cloud bucket, versioned, with a data card for every release."
    },
    {
      "topic": "Commercial",
      "question": "How is pricing set?",
      "answer": "By dataset, volume of human play, exclusivity and refresh cadence. Pilots are priced to be easy to say yes to."
    },
    {
      "topic": "Studios",
      "question": "Can my studio license its data through you?",
      "answer": "Yes. We clean, pseudonymize and package your data to the same standard as ours, you keep ownership, and you share in every license."
    }
  ],
  "updated": "2026-10-09"
}