Your old game is very valuable.

We pay studios $50k to $1M+ to license the source code of games they've finished with, as training data for frontier AI. Unreal Engine 5 back to Unreal 1, Unity, and engines you built yourself.

  1. 1Fill out the questionnaire
  2. 2Get paid

Ten minutes. No code changes hands until you sign.

Engines you can get paid for Every generation
  • Unreal Engine 52022 –
  • Unreal Engine 42014 – 2022
  • Unreal Engine 3 & UDK2006 – 2014
  • Unreal Engine 1 & 21998 – 2006
  • Unityany version
  • Proprietary & in-house enginesC / C++ / C#

Shipped, cancelled or unreleased. Console, PC or mobile. If it compiled once, we want to hear about it.

AI labs are teaching models to build games. They need the real thing.

Tutorials and open-source demos only go so far. What labs can't get anywhere else is the code behind games that actually shipped: the gameplay systems, the engine modifications, the build scripts, and the years of commits that show how a real team solved real problems.

Your studio already has it, on a server or in a Perforce depot nobody has opened since launch. We turn it into a licensing payment, and we handle the technical and legal work that makes the deal happen.

What studios get paid

Payment depends on the size of the codebase, the depth of its history, how unique the engine and genre are, and how cleanly the rights are held.

$50k+

A shipped title with its full source

One game, its codebase and its version-control history.

$500k+

A catalog, or a custom engine

Several titles, long commit histories, or significant engine modifications.

$1M+

Rare, large, proprietary codebases

In-house engines, decades of history, and genres no one else can supply.

Indicative ranges, not offers. Every codebase is evaluated and quoted individually.

From questionnaire to payment

You stay in control the whole way. Nothing is shared until you have signed.

  1. Step 1

    Fill out the questionnaire

    Ten minutes. Tell us about the engine, the titles and the history. No code, no attachments.

  2. Step 2

    Talk to us under NDA

    A short call to scope what you have and who owns it. We sign an NDA before anything technical is shared.

  3. Step 3

    Receive an offer

    A written offer with the price, the scope of the license, and exactly what is and isn't included.

  4. Step 4

    Get paid

    We run the secure handoff, scrub credentials and secrets, and pay on delivery.

Built around your boundaries

  • You choose what's in scope: whole repo, one title, or engine only.
  • Keys, credentials and personal data are removed before anything leaves your hands.
  • Code is licensed for AI training, not published or resold as a game.
  • We help check publisher and contractor agreements so the rights are clean.

The people you'll deal with

A game director and a programming-languages researcher. We read your code the way you wrote it.

Roy Shapira, black-and-white portrait

Roy Shapira

Partner · Toronto

Roy has spent more than 24 years making games, and for over a decade has been Game Director at Jubei Games, where he is currently bringing Spelltech to Steam. He has led teams from prototype to release and knows what it took to ship your game, and what its code is worth.

Jimmy Koppel, black-and-white portrait

Jimmy Koppel

Partner · Command Center

Jimmy is a Thiel Fellow and holds a Ph.D. in programming languages from MIT. He has founded venture-backed developer-tools companies. Since 2010 he has led Project Ironfist, a mod of Heroes of Might and Magic II built by reverse-engineering the original game, so he has spent fifteen years inside other people's game code.

The questionnaire

Ten minutes, no code. We reply within two business days with next steps, or with an honest no.

Prefer email? Write to hello@patinasource.com.

About you
The code
Engines select all that apply
The rights
Who owns the code?

Questions studios ask

The game never shipped. Is it still worth anything?

Often, yes. Cancelled and unreleased projects can carry the same engineering value as shipped ones. Tell us about it in the questionnaire.

Our code is on Unreal Engine 3 (or older). Is that too old?

No. You can get paid for every Unreal generation back to Unreal Engine 1, along with Unity and proprietary engines. Older codebases are harder to find, which is part of what makes them valuable.

A publisher co-owns the IP. Can we still do this?

Sometimes. It depends on your agreements. We help you work out what you can license and who needs to sign off before you commit to anything.

Will our code become public?

No. It is licensed privately for training AI models, not published, open-sourced or resold as a game. The exact terms are written into your offer.

How long does it take to get paid?

It depends on the size of the codebase and how clean the rights are. We give you a timeline with the offer, and you are paid on delivery.