For software companies & game studios

License your code history and game assets to AI, without leaking secrets or licensed code

Short answer: Software companies and game studios can license code they own outright, including commit and pull-request history, code review threads, tickets, design docs, incident postmortems and, for studios, original 3D assets and level data, to AI developers. Open-source and third-party code, licensed engine or marketplace assets, customer data and secrets stay out.

AI developers training coding and game-building agents want more than code snapshots: the pull requests, review comments, tickets and postmortems that show how a team ships. We help companies scope what they own outright, keep third-party code, licensed assets and secrets out, and reach the buyers asking for it.

Last updated · Sources linked inline · Buyer figures as published, observed Oct 16, 2026 (micro1, Mercor and GDC re-checked Nov 3, 2026)

Free to start. No files or logins needed.

How does licensing work for a software company or game studio?

In four steps, with no cost to start: share the basics, scope what the firm owns, get matched to buyers whose published criteria fit, then sign directly with the buyer, who pays you.

  1. Tell us the basics

    Headcount, years of records and the systems you use. No files, no logins, no client names.

  2. We map what's yours

    We separate code and assets you own outright from open-source, vendored and licensed material, and check customer and publisher agreements before anything is scoped.

  3. We match you to buyers

    Only programs whose published criteria fit a software company or game studio of your size, location and record language.

  4. You sign with the buyer

    The buyer handles de-identification under a written agreement and pays your firm directly. You keep your originals.

Full process, timelines and fees →

What records do AI buyers want from software companies and game studios?

The engineering records AI buyers ask software teams for: The process around the code is often worth as much as the code: who proposed a change, how it was reviewed, and what broke.

Repositories with full history

Commits, branches and merges for code you own, with secrets scanned out.

GitHubGitLabBitbucketPerforce

Pull requests and code review threads

Review comments and revisions show engineering judgment.

GitHubGitLab

Tickets, specs and design docs

How work is scoped, estimated and closed.

JiraLinearConfluenceNotion

Incidents and postmortems

Alerts, debugging threads and written postmortems, de-identified.

SentryPagerDutySlack

Game assets and level data (studios)

Original 3D models, animations, levels and design docs your studio owns outright.

UnityUnreal EngineBlenderPerforce

Which AI buyers accept software companies and game studios, and what do they pay?

Buyer programs that list software, code or gaming records. Public terms only. Size, location and language rules differ by program, so eligibility is confirmed buyer by buyer.

Buyer programs that list this kind of work
BuyerWhat they publishWho they say qualifiesSource
MercorNo amounts published; says it charges no fees or costs and pays by wire when the anonymized dataset is delivered, typically 2–4 weeks after signing. Payout rises with the number of tools connected. As published · verifyTarget industries include legal, healthcare, finance and insurance, professional services, manufacturing, retail, real estate and logistics. Its CEO's Oct 23, 2026 post targets companies with 100+ employees and data in code, gaming, manufacturing, healthcare or professional services. Buyer page
checked directly Nov 3, 2026
CEO post, Oct 23, 2026
micro1Says it pays $100K to $3M+ (tiers: $100K–$500K, $500K–$3M, and $3M+ for highly unique data). Payment within 30 days of invoicing, after a 30-day review of the delivered data. As published · verify30+ full-time employees, mature operations, records primarily in English. Prioritizes US companies, then other Western markets; says current demand is strongest for companies based in the US, UK and Canada. Licenses only to US and allied-country labs and enterprises. Buyer page
checked directly Nov 3, 2026
Collinear AINo amounts published; initial range quoted within a day. As published · verifyCode plus business-app history (e.g., pull requests linked to tickets). Price rises with 15+ peak staff and several tools. Buyer page
via Who Sells Data register, observed Oct 16, 2026
Turing (Project Lazarus)A single payment of up to $1M, confirmed after sampling (usually within a week). As published · verifyOperating, winding-down or closed companies. Wants communications, tickets, wikis and databases; code alone doesn't qualify. Buyer page
via Who Sells Data register, observed Oct 16, 2026

Amounts are each buyer's own published ranges, ceilings or tiers, not offers, and they change. Most buyers are US companies and don't always state a currency, so confirm it in writing. Size, location and language rules differ by buyer. Buyer names describe their public programs only. How the process works.

Compare more buyer programs →

The line for software companies and game studios

What can't a software company or game studio license?

Only what you own outright, and never secrets. For software, the risks are licence contamination and security, as well as privacy.

  • Open-source and third-party code. Vendored libraries and code under open-source licences carry their own terms (copyleft licences such as the GPL add conditions on redistribution), so we scope them out and license only first-party code.
  • Licensed engine and marketplace assets. Assets bought from marketplaces such as the Unity Asset Store come under the store's licence terms, which generally don't let you pass the assets themselves on. They stay out; your original assets can stay in.
  • Customer and publisher agreements. Custom development for clients, or games under a publishing deal, may belong to the client or publisher. We check the contracts first.
  • Secrets. API keys, tokens, credentials and internal hostnames are scanned out before any export. Secret-scanning tools exist for this; we ask that they run first.
  • Privacy law. Customer data, user accounts, telemetry and staff details are personal information under the privacy law where you and your users are. They stay out.

Sources: GNU: GPL FAQ · Unity Asset Store terms · GitHub: about secret scanning · Mercor CEO post, Oct 23, 2026 · micro1: data partnerships

Never included, for any software company or game studio

  • Open-source, vendored and other third-party code
  • Licensed engine, marketplace and stock assets
  • Client-owned or publisher-owned code and IP
  • Secrets: keys, tokens, passwords and certificates
  • Customer data, user accounts, telemetry and support tickets naming users
  • Unreleased product details you want to keep confidential

General information, not legal advice. The rules depend on where your firm and its clients are; we ask every firm to confirm scope with its own counsel or regulator before signing. Jurisdiction notes: privacy & compliance hub.

What does a typical software company or game studio deal look like?

An illustrative case: a 45-person B2B software company with 8 years of history in GitHub, Jira and Confluence. Vendored and open-source code is excluded, secrets are scanned out and customer data never leaves. The licensable set is first-party repositories with pull-request and review history, tickets and design docs. Buyers' published tiers put a company this size around $100K–$500K per licence (micro1's first published tier); micro1 lists software and engineering among its categories, and Mercor's CEO names code and gaming among the data it wants (from 100+ employees).

Illustrative only. Bands come from buyers' published tiers; not an offer or a valuation.

What do software companies and game studios ask?

Is code alone enough?
Some buyers want code plus the work around it: review threads, tickets and postmortems. Turing, for example, says code alone doesn't qualify for its program (as published, observed Oct 16, 2026).
Can we include open-source code we've modified?
Generally no. Code under open-source licences carries its licence's terms, so we scope licensing to first-party code you own.
Can a game studio license its assets?
Original assets the studio owns outright, yes in principle. Marketplace and licensed engine assets, and IP owned by a publisher, stay out.
How are secrets handled?
Secret scanning runs before any export, and anything flagged is removed or the source is excluded. The buyer also de-identifies under a written agreement.
Do we lose our code?
Most programs license a copy for AI training and you keep everything. Ask for use restrictions and any exclusivity in writing. See exclusivity and licence terms.
What does it cost?
Nothing to start. The estimate and the first call are free, and any terms are set out in writing before you sign anything.

What could your code and asset history be worth?

Three answers give you a rough range based on what buyers publish. The rest helps a buyer take you seriously: every question after step 1 is optional. No files, logins or client names.

1 The basics (about 30 seconds)
2 Your records (optional, choose any)

Where do they live?

What kinds of files?

3 Deal readiness (optional)
4 Want the breakdown and a call? (only if you want us to follow up)

Both boxes are optional and separate. If you leave them unticked, we'll still reply once about this request. Sender: Firm Data Licensing, firmdatalicensing.ca/contact/. See our privacy policy.