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, and none of it has been on the public internet.
- Live data
- Real matches
- Server-graded
- Never public
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. | Holding | What it is | Scale | Status |
|---|---|---|---|---|
| H-01 | Match records | Server-side records of multiplayer matches: movement and aim, every hit, loot, vehicles, the storm, placement. | Millions of matches | Available |
| H-02 | Player histories | Pseudonymized careers: skill, progression, sessions and social play over years. | 200M+ players | Available |
| H-03 | Economy | Stores, markets, offers and currencies. What players valued, traded and bought. | Years of transactions | Available |
| H-04 | Action traces | Flappy Bird seeds and every input. Exact actions in a deterministic world. | Growing daily | Available |
| H-05 | Source and reviews | Game code, commits and pull requests with review threads, across titles we own. | A decade of repos | Available |
| H-06 | Studio work | Bug tickets, design docs and team threads, consented and redacted, linked to code. | Years of tickets | Available |
| H-07 | Live ops and performance | Balance patches, config changes, tests, crashes and frame times, with player outcomes. | Thousands of devices | Available |
| H-08 | Environments and evals | RL environments on production rules, and benchmarks with human baselines. | Growing library | Available |
Graded by the game. Measured on your evals.
A data purchase should be judged by what it does to your model on tasks we never saw. Ours is built for that test: the referee is a game server, the records were never public, and the people in them were playing for real.
| Ref. | What we offer | Graded by | Human baseline | How you test it |
|---|---|---|---|---|
| E-01 | Environments on production rules | The game server's own outcome: survival, placement, pipes cleared, win or loss. No model judges the result. | Players at every skill level, in the same situation | Train on it, then score a suite you hold back. |
| E-02 | Private evals that refresh | Server truth, tick by tick, for every player in the match. | Archive players from the same moment | New matches every day, so a set can be rotated instead of retired. |
| E-03 | Human play at scale | It is the baseline: 200M+ people who chose to play, bots labeled. | Score distributions by skill band | Compare model and human on the same seeds. |
| E-04 | Studio work with outcomes | Tests from the fix that actually shipped, plus what players did next. | The engineer who fixed it, and how long it took | Regression and breakthrough splits, from repos never made public. |
| E-05 | Targeted slices and capture | Your definition of the failure. | Matched human sessions | You name where the model breaks. We cut from the archive or capture to it. |
Built to be checked
Every environment ships with a reference solution that scores full marks, bad runs that score zero, hidden test files and its measured flake rate.
Measured before you see it
We train a small open model on each release and score held-out tasks across several seeds. No gain above the noise, no release.
Runs where you run
Open task format: a task, a container, a verifier and a reward file. Tools any agent can call. Versioned and pinned, so a rerun is a rerun.
Clean to buy
A data card with checked size, provenance, rights, personal-data handling and known limits. Exclusivity by title, modality or field of use, in writing.
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.
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.
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.
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.


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.
Nothing to leak
Server records were never published, so a private eval built from them stays private. Fresh matches every day mean it can be rotated, not retired.
Measured against people.
Each benchmark comes with a human row from the same game and a grader that reads the server record. None of it has been public, so none of it is in a pretraining set. Environments run on production rules.
| Ref. | Benchmark | Tests | Model gets | Scored by | Human baseline |
|---|---|---|---|---|---|
| T-01 | Next state | World modeling | Seconds of match state | Position and event error | Archive players |
| T-02 | Human or bot | Perception | One player's movement and fire | Server bot flag | Not applicable |
| T-03 | Zone routing | Planning | Position, loadout, storm | Survival | Players in the same spot |
| T-04 | Flappy Bird | Control · RL | Frames or state | Pipes cleared | Live players, same seeds |
| T-05 | Tower Conquest | Strategy | Board, hand, opponent | Win rate | Ranked ladder |
| T-06 | Fix the bug | Software agents | Real ticket and repo | Tests and the shipped fix | The engineer who fixed it |
Collected fairly
Under each game's terms and privacy policy. Studio data only with employee consent.
Pseudonymized
Player IDs replaced, nicknames removed, personal data stripped before delivery.
Labeled
Bots flagged. Every field marked recorded, reconstructed or inferred.
Cleared
Titles we hold rights to. Exclusive or not, per dataset, in writing.
Documented
Schema, data card and versioned releases, delivered to your cloud.
From the archive.
Notes from the archive.
What labs and lawyers ask.
Tell us where it breaks.
Write to us directly, or use the form below, whether you want our data or want to license yours to us. AI agents can email the same address; our llms.txt and catalog.json describe what we hold.