# DataGame — full text Contact: hello@datagame.ai (people and agents) ## 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. ## Holdings - Match records (available; Millions of matches): Server-side records of multiplayer matches: movement and aim, every hit, loot, vehicles, the storm, placement. Tick-exact. Bots labeled. - Player histories (available; 200M+ players): Pseudonymized careers: skill, progression, sessions and social play over years. - Economy (available; Years of transactions): Stores, markets, offers and currencies. What players valued, traded and bought. - Action traces (available; Growing daily): Flappy Bird seeds and every input. Exact actions in a deterministic world. - Source and reviews (available; A decade of repos): Game code, commits and pull requests with review threads, across titles we own. - Studio work (available; Years of tickets): Bug tickets, design docs and team threads, consented and redacted, linked to code. - Live ops and performance (available; Thousands of devices): Balance patches, config changes, tests, crashes and frame times, with player outcomes. - Environments and evals (available; Growing library): RL environments on production rules, and benchmarks with human baselines. ## How a match becomes data Players' devices send actions to the authoritative game server, which decides every hit, move, pickup and storm tick. A match recorder writes one record per match, events stamped by server tick. Records, server logs, client events, player KPIs and economy data land in the archive, which feeds datasets, evals and RL environments. One chain of custody: player, server, archive, license. ## How a game gets made Design, ticket, code and pull request, review, build, release, players, telemetry, and back. Each step leaves a record. Linked together (ticket, commit, patch, player outcome) they become tasks an agent can be scored on. Consented, redacted, titles we own. ## Inside one match record Tables: match (id, map, mode, team mode, start and end time, ticks per second, winner), users (id, pseudonymized nickname, isBot, team), movements (userId, tick, position, rotation), hits (attacker, target, tick, weapon, damage, positions, headshot, kill), loot boxes and picked items, storms and storm passes, user flights and vehicle uses, ability uses and heal attempts, user summaries. ## What others leave out 1. The referee's record: data from the game server, tick by tick, not pixels from one screen. 2. No middleman: our games, servers and code; one chain of custody. 3. The whole studio: gameplay linked to code, tickets, economy and patches. 4. People who chose to play: no paid sessions; bots labeled. 5. Every genre: shooters, strategy, arcade, racing, Roblox; mobile and PC. 6. Baselines from millions: human scores for every benchmark. ## Evals - Next state (World modeling): model gets seconds of match state; scored by position and event error; human baseline: archive players. - Human or bot (Perception): model gets one player's movement and fire; scored by server bot flag; human baseline: not applicable. - Zone routing (Planning): model gets position, loadout, storm; scored by survival; human baseline: players in the same spot. - Flappy Bird (Control, RL): model gets frames or state; scored by pipes cleared; human baseline: live players on the same seeds. - Tower Conquest (Strategy): model gets board, hand, opponent; scored by win rate; human baseline: ranked ladder. - Fix the bug (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. ## FAQ ### What rights does a license give us? 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. ### Can we get exclusivity? 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. ### Who owns the data? 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. ### How do you handle player consent and privacy? 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. ### Are bots mixed in with human players? 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. ### What exactly is in a match record? 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. ### Which games and genres are covered? 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. ### Do you have video? 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. ### Do your evals include human baselines? 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. ### Can we run agents in your games? 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. ### Can we see a sample before signing? Yes. We send a schema, a data card and a sample under a short NDA, usually within days of a first call. ### How is data delivered? 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. ### How is pricing set? By dataset, volume of human play, exclusivity and refresh cadence. Pilots are priced to be easy to say yes to. ### Can my studio license its data through you? Yes. We clean, pseudonymize and package your data to the same standard as ours, you keep ownership, and you share in every license. ## Journal ### Why the server record beats the screen (Oct 2026) Screen capture shows what one player saw. The server record knows what actually happened, to everyone, at every tick. Most game data for AI today is captured from screens or engine hooks on a player's machine. That shows one viewpoint, compressed, with the game's truth left out. A game server is the referee. In a battle royale it decides where every player is, who hit whom, how much damage landed and when the storm closes. It writes that down. Those records are what DataGame licenses. For a world model, that means ground truth: positions, facing, events and outcomes for every agent in the match, not inferred from pixels. For an eval, it means a grader nobody can argue with. Where buyers need pixels, we render them from the record and label every frame recorded or reconstructed. The truth comes first, the pictures second. ### Humans and bots in the same lobby (Sep 2026) Live matches mix real players with server bots. Labeled, that mix becomes a free control group. Live multiplayer games fill lobbies with bots when there aren't enough players. Most datasets hide that. We flag it. In the match on our homepage, a handful of humans made almost every kill and dealt most of the damage, in a lobby that was mostly bots. Human play looks different, and the difference is measurable. That gives labs two things: clean human-only data when they want it, and a labeled contrast set for questions like "does this model play like a person?" Our Human-or-Bot eval is built on exactly that. ### Flappy Bird is our game lab (Aug 2026) A deterministic world, exact actions, and a live player base: the simplest possible RL environment with real human baselines. We relaunched Flappy Bird in 2026 and have recorded runs since July: the seed and every flap. Because the world is deterministic, a seed and a list of flaps replay a run exactly. That makes it a clean environment for control and world-model research, with a human score distribution from people who chose to play. We use it to test every part of our pipeline before we roll it out to bigger games. ### A game studio is a dataset (Jul 2026) Code, tickets, reviews and live-ops changes, linked to what players did next. A studio produces more than gameplay. Every bug report, fix, config change and balance patch is a record of people solving problems under real constraints. Linked together, a ticket, the patch that fixed it, and the player data before and after make a task an agent can be scored on. That is rare: real software work with a real outcome. We release studio data only with consent, with redaction, and with partner-confidential material excluded. ## Contact Email hello@datagame.ai. Labs: data, evals, environments, pilots. Studios: license your game's data, you keep ownership. Investors and press: deck and data room on request.