Game codebases we are licensing for RL environments.
Prepared for SpaceX / xAI · 11 September 2026. Every codebase below comes from a studio or developer who has confirmed in writing that they own it and are open to licensing or selling it. We researched each seller independently (company records, store accounts, public repos, credits) before listing them here. Nothing is listed on a portfolio claim alone.
Confirmed sellers, diligence underway
Seller has confirmed ownership and interest in writing. "Code and history" repeats the seller's figures; "verified so far" is what we confirmed from public records. Each row lists the one step before delivery.
| Codebase | Studio / developer | Engine · platform | Code and history | Verified so far · next step | Evidence |
|---|---|---|---|---|---|
| Izamu and the Lost Memories 3D isometric action-adventure with combat and environmental puzzles | Amplifick Studios (Diego Grajales) Colombia | Unity 6 · C# PC | ~16,800 lines of C#, 252 source files, full private git history with LFS (seller figures) | Unreleased private project; trailer public Next: Employer IP clearance; repo walkthrough | trailer |
| Multiplayer PvP project Networked PvP gameplay and matchmaking | Amplifick Studios (Diego Grajales) Colombia | Unity 6 · C# PC | ~8,400 lines of C#, 165 files, full git history (seller figures) | Private; never published Next: Same clearance as above | channel |
| WhiteFlame: The Hunter Open-world action RPG: combat, magic, crafting, house building, farming, region-priced economy, multiple endings | PYZ Game (solo developer) Vietnam | Unity · C# Android | Large single-developer codebase; 979 MB build at v1.5.8 | 100K+ installs, ~4,200 reviews; Unity confirmed from changelog Next: Git history depth | Google Play |
| Overblue Open-world RPG in the same lineage | PYZ Game (solo developer) Vietnam | Unity · C# Android | Shares systems with WhiteFlame; seller offers all three titles | 50K+ installs Next: Git history depth | Google Play |
| Oldflame Earlier action RPG in the series | PYZ Game (solo developer) Vietnam | Unity · C# Android | Seller offers source for all three titles | Live on the PYZ developer page Next: Git history depth | Google Play |
| Ultimate Truck Simulator 3D truck simulation: 7 trucks, 12 trailer types, manual gearbox, fuel, weather, navigation, contract economy | NejaTech Pvt Ltd Gujarat, India · 12 staff | Unity · C# Android | ~8 months in-house development (Jan to Aug 2026), v1.4, private git | Registered company; five Unity titles shipped under the entity; 100% in-house per seller Next: Repo walkthrough; third-party asset list | Google Play |
| Car Racing 3D: Racing Legends 3D arcade racing: 16 vehicles, 5 maps, configurable car lineup | NejaTech Pvt Ltd Gujarat, India | Unity · C# Android · iOS | ~6 months in-house development, v1.6 (Sep 2026), private git | Live on both stores Next: Code-only scope (vehicle likenesses excluded) | Google Play |
| Arrow Puzzle 3D · Velocitrax · Parking Jam Escape Three further 3D casual titles from the same team | NejaTech Pvt Ltd Gujarat, India | Unity · C# Android · iOS | Available on request under the same terms | Live on both stores Next: On request | Google Play |
| ZAP 3D zombie shooter | Srdjan Krsman Novi Sad, Serbia | Unity · C# PC (Windows · Linux) | 8,411 lines, 323 commits, private repo; playable demo public; seller declares no generative AI used | Demo on itch.io under the developer's own name Next: Studio IP confirmation | itch.io demo |
| Total Havoc 12-player multiplayer FPS, five modes, weapon progression | Vertex Systems LLC United States | Unity · C# · Mirror PC (Steam) | Full project with git history (seller statement); unreleased | Vertex Studios LLC listed as developer and publisher on Steam Next: Confirm no marketplace FPS template; repo audit | Steam |
| Navark 3D naval combat | Recep Şen Turkey | Unity · C# PC | Full git history (seller statement); unreleased, never public | Developer credited on a shipped Steam title (Tavern Adventures) Next: Repo audit for size and history | Steam credit |
| Niji Games back catalogue Umbra (3D puzzle, 3M+ downloads, now delisted), Cute Munchies (Google Play Editors' Choice, 500K+), Chef Story, Frog Town | Niji Games Jakarta, Indonesia · 4 to 6 staff, 10 years | To confirm (mobile 3D and 2D) Android · iOS · Steam · Switch | Original IP studio; older and unlaunched projects offered for discussion | Editors' Choice, Indie Games Accelerator 2018, IMGA SEA nominee; Memory Rewind on Steam and Switch (2026) Next: Engine confirmation; publisher carve-outs on two titles | Google Play |
| Age of Vengeance 3D open-world hack-and-slash RPG | Ropstam Games Inc. Ontario, Canada · Islamabad dev centre | Unity · C# Android · iOS | Self-published under the studio's own store accounts; full git history (seller statement) | 11 own titles on Google Play and 11 on the App Store Next: Repo diff across the title family | Google Play |
| Dino Clash · Wildlife Hunter · CosmicDancer 3D hunting and action titles from the same studio | Ropstam Games Inc. Ontario, Canada | Unity · C# Android · iOS | Same terms as above; up to 11 titles available | Live on both stores Next: Repo diff | App Store |
| Battle Legends Multiplayer battle game, fully server-authoritative with client-side prediction and lag compensation (studio engineering blog) | Hammerplay Studios Chennai, India · 15 staff, est. 2014 | Cocos Web · Android | Studio-owned; ~20 to 25 distinct games in the catalogue across Web, Android and KaiOS | Externally rated 8.5 to 9.1 on CrazyGames Next: Title selection; exclusivity terms | Google Play |
Early discussion
Seller is open, but scope or terms are still being defined. Included so you can steer which of these we prioritise.
| Codebase | Studio / developer | Engine · platform | Code and history | Verified so far · next step | Evidence |
|---|---|---|---|---|---|
| Sortello Colour-sorting puzzle, 25 levels | LINAD Games (Daniil Vnukov) Ukraine | Unreal Engine 5.6 · C++ Android | ~3,850 lines of C++ across 23 files plus 13 Blueprints; repo ~76 MB; short git history (seller disclosed) | Self-published under the developer's own account Next: Terms | Google Play |
| AI Mansion First-person escape room | DDoVerse (Seongsu Lee) Seoul, South Korea | Unreal Engine 5 · Blueprint + C++ PC | ~80% Blueprint, 20% C++; developer offers a Blueprint-to-C++ port as commissioned work (fresh C++ with commit history) | Developer shipped VirtualBuster (Steam VR) with a studio Next: Sole-ownership confirmation | demo video |
| Godly Survivors Survivors-like roguelite, 16 languages, controller and Steam Cloud support | Rengi (solo developer) Europe | Unity · C# PC (Steam Early Access) | Self-published solo project; full git history (seller statement) | Steam Early Access since Jan 2025 Next: Third-party art inventory; identity check | Steam |
| My Cafe Shop and the GameiCreate families 2D casual: cooking, merge, hidden-object and kids families built on 5 to 8 shared engines | GameiCreate group (GameiMake, GameSticky, GAMEANNIE) India · ~50 staff | Unity (seller statement) Android | ~80 live listings; older GameiMake and two delisted archives are the candidate code | My Cafe Shop 10M+ installs; six more titles at 1M+ Next: Per-engine code diff and size report (requested from seller) | Google Play |
| Karinderya ni Mark + six older titles 2D pixel-art restaurant sim; own code, art and music | Mark The Panda Philippines | Godot Android · itch.io | Full source and one-year devlog history; non-exclusive on the flagship, buyout on older titles | 10K+ installs; 4.7 rating on itch.io; engine confirmed by itch metadata Next: Terms | itch.io |
| Fight For India Action game | Boss Rush Games India | Unity · C# Android | Two Unity titles offered with build and contributor history | 10K+ installs Next: Code-only licence scope | Google Play |
| Gamecrio Studios archive list Studio is compiling a list of older projects it can license | Gamecrio Studios Gujarat, India · ~35 to 50 staff | Various Mobile · Web | List pending | Agency; ownership column required before selection Next: List | studio site |
How a licensed codebase becomes tasks
Each task ships as a container with the repo at a fixed starting commit, a natural-language instruction, a hidden reference change and an automated verifier. We prove fail-before and pass-after, then measure a frontier agent on it before it enters a batch.
License and audit
Private source, build instructions and development history from the owning studio. Ownership, third-party assets and permitted use are confirmed before anything is delivered.
Mine and author
Real features, bugs and refactors from the project's history and backlog become tasks with starting states and hidden solutions, from a few files to multi-system changes.
Deterministic checks
Engine test suites, scripted headless play-throughs, replay equivalence and rendered-frame comparisons, run in Docker with no network, scored 0/1 or graded.
Task taxonomy and verifier design
The task types we build inside game projects and how each is checked. We can bias the mix toward whichever types matter most to you.
| Task type | What the agent has to do | How it is verified |
|---|---|---|
| Feature implementation | Add a mechanic, ability, UI flow or game mode to an existing project. | Engine test suites (Unity Test Framework, Unreal Automation), scripted headless play-through asserting game state, rendered-frame diff for visual features. |
| Bug fix from a report | Reproduce and fix a logged defect: physics, save/load, networking, input. | Regression test written from the repro must pass after the change while the existing suite stays green. |
| Refactor and systems work | Restructure a subsystem (inventory, state machine, netcode layer) without changing behaviour. | Golden behavioural tests before and after, API contract checks, replay determinism on recorded inputs. |
| Porting a mechanic | Move a mechanic between projects or platforms (mobile to PC, 2D to 3D controls). | Shared test spec executed in both projects; input-replay equivalence. |
| Performance | Hit a frame-time or memory budget on a target scene and device profile. | Automated profiler capture on a fixed scene; pass or fail on budget with variance bounds. |
| Content and 3D pipeline | Import and optimise assets, materials, LODs, animation retargeting. | Mesh and texture budget checks, import-settings lints, screenshot similarity to reference on a fixed camera. |
| Shader and rendering | Implement or fix a visual effect or rendering feature. | Rendered-frame comparison against reference at fixed seeds and cameras, with perceptual tolerance. |
| Multiplayer and netcode | Add or fix replicated state, lag compensation, matchmaking flows. | Deterministic multi-client simulation with scripted clients asserting synchronised state. |
Wider catalog
Beyond the verified pipeline we hold a research catalog of 389 games from developers and studios who replied positively to our outreach or applied to our paid-work programme, 404 of them with public evidence in the interactive showcase. The CSVs carry a pipeline-status column so you can see which studios have been through diligence and which have not.