Submit
Upload a build, paste a Steam page, or forward the pitch deck you sent your aunt. We normalise it into a licensing dossier.
gamelicensor / pro
Drop your build, pick a territory, watch the paperwork turn into royalty cheques. We handle the ratings boards, the regional SKUs, and the awkward emails — you keep shipping.
Part 01
Three beats. No forms that make you want to lie down. Each step bleeds into the next because that’s how paperwork feels when it’s done right.
Upload a build, paste a Steam page, or forward the pitch deck you sent your aunt. We normalise it into a licensing dossier.
Our counsel, three ex-rating-board officers, and a machine reviewer read it in parallel. You get a plain-English summary, not a PDF brick.
We paint the deal, you sign it, money begins. Royalties land monthly, splits are visible in the dashboard, and you keep IP.
Part 02
Genres we’ve painted. Each card is a territory-ready license template — tilt one toward you to read its royalty floor.
RPG
Multi-arc campaigns, localized dialogue, novella-grade scripts.
Simulation
Farms, cities, trains, bakeries. Calm games for calm players.
Roguelike
Runs, seeds, cursed relics. Replay value baked into the royalty model.
Puzzle
Ratings-friendly across every territory we ship to. Evergreen.
Shooter
Requires regional violence-rating splits. We pre-draft them for you.
Sports
Team and league licensing bundled in where you need it.
Party
Couch co-op, low-stakes, highest sell-through in Q4.
Kids
COPPA-aware template, parental-verification flow pre-wired.
Part 03
A typical premium-tier split, painted. The platform takes its cut, we take ours, your team keeps the rest — forever, on every region, compounding with back-catalogue sales.
No tiered claw-backs. No "marketing recoup" column. If the math ever feels sharp, we repaint it with you over a call.
Part 04
Three SDKs, three glowing tiles. Pick the one closest to your engine and you’re wired in within an afternoon.
// drop once, license everywhere using GameLicensor.Pro; GL.Init("studio-key"); var deal = await GL.NewDeal() .Title("Saltmarsh") .Regions(GL.All) .Sign();
C# · 2.1 MB · LTS 2021+
// plugin + blueprint node #include "GLProSubsystem.h" auto* gl = GetGameInstance() ->GetSubsystem<UGLPro>(); gl->StartDeal("Saltmarsh", FRegions::All, FOnDealSigned::Bind(&OnSigned));
C++ · 4.7 MB · UE5
// browser + node runtimes import { deal } from "@gamelicensor/pro"; const d = await deal({ title: "Saltmarsh", regions: "all", sign: "auto" });
TS · 38 KB gz · ESM
Part 05
Quietly shipping, quietly compounding, quietly getting paid.
“Our back-catalogue earned more last quarter than our launch quarter. The licensing team stopped being a bottleneck and started being a tailwind.”
“I sent the Unity snippet on a Tuesday. By Friday we had signed SKUs for seven regions we’d been too scared to touch for three years.”
Tell us about the game. We’ll reply within a working day with a one-page licensing sketch — no quotes, no obligation, no PDF bricks.