EULA Generator for games
Written for player accounts, in-game purchases, chat moderation and the fact that a lot of players are children.
A downloadable or installed game is licensed software running on the player’s machine, and the EULA carries the restrictions the storefront terms do not - modification, cheating, redistribution and the anti-cheat component itself.
Games have the demographic problem no other consumer software shares at the same scale: a substantial share of players are children, and the ones who are not usually cannot be distinguished from the ones who are without asking. That single fact drives COPPA, the UK Age Appropriate Design Code, and the restrictions on advertising to minors.
The data itself is broader than most teams expect. Device identifiers, play sessions, purchase history, chat logs, voice communications, matchmaking telemetry and anti-cheat data - the last two of which collect at a depth that would be alarming in any other product category.
Monetisation adds regulatory attention. Loot boxes, virtual currency and in-app purchases are under active scrutiny across several jurisdictions, and disclosure requirements around odds, pricing and consumer rights are tightening.
What a EULA for a game or gaming platform has to cover
Licence grant, device scope, and that the game is licensed rather than sold
Restrictions on modification, reverse engineering, cheating and unauthorised servers
Anti-cheat installation and its operation as a condition of the licence
User-generated content and mod licensing where supported
Termination, and what happens to progress and purchases
How a game or gaming platform actually moves personal data
Player accounts and progression
Identity, progress, inventory and achievements, usually linked to a platform account as well as your own.
Chat and voice communications
Text and voice retained for moderation, sometimes transcribed and analysed automatically.
Anti-cheat telemetry
Process lists, driver information and behavioural signals collected from the player’s machine at a depth that requires clear disclosure.
Matchmaking and behavioural scoring
Skill and behaviour ratings that determine who a player is matched with, which is profiling.
In-game purchases and virtual currency
Purchase history and balances, often through a platform holder rather than directly.
Advertising and attribution SDKs
In free-to-play titles especially, with restrictions where players may be children.
Third parties the draft will ask you about
Steam, PlayStation Network or Xbox Live · Unity or Unreal services · Easy Anti-Cheat or BattlEye · Vivox or Discord · AppsFlyer · AWS or Google Cloud · Stripe or platform billing
The rules that apply
Children’s privacy regimes
COPPA for under-13s in the US, the Age Appropriate Design Code in the UK, and digital age of consent rules across the EU - each with a different threshold.
Anti-cheat data collection
Kernel-level and behavioural anti-cheat collects deeply from the player’s device, which needs unusually specific disclosure.
Chat and voice moderation
Recording, retaining and analysing player communications for safety, which is processing with its own basis and retention.
Virtual currency and loot boxes
Disclosure requirements on odds and pricing, with several jurisdictions restricting or banning specific mechanics.
Platform holder requirements
Console and store certification imposes its own privacy and safety requirements beyond the law.
What the generated EULA contains
Licence grant and its boundaries
Non-exclusive, revocable, per-device or per-seat - and explicitly a licence, not a sale.
Restrictions
Reverse engineering, redistribution, resale, and running the software as a service for third parties.
Ownership and third-party components
That the IP stays yours, plus the open-source components whose own licences travel with the build.
Updates, telemetry and support
What updates are automatic, what data the client reports back, and what support the licence entitles someone to.
Termination and what happens to data
The events that end the licence, and whether local data survives.
Warranty, liability and export control
As-is warranties where permitted, a defensible cap, and the export restrictions distribution platforms require you to pass through.
Games compliance essentials
Build a market-aware age gate
The threshold differs by jurisdiction, and a single number is wrong somewhere.
Write anti-cheat its own disclosure
What it reads, when it runs, and what leaves the machine.
Set chat and voice retention
Long enough for moderation and appeals, no longer.
Disable behavioural advertising for under-age accounts
And describe how age status is determined.
Publish loot box odds where mechanics involve chance
And keep the disclosure with the purchase, not buried.
Apply high-privacy defaults for child accounts
Including visibility, communications and data sharing.
Where this usually goes wrong
No age gate in a game children obviously play
The regulator’s test is whether the service is likely to be accessed by children, not whether you intended it.
Anti-cheat described in one vague line
It collects more deeply than anything else in the product and deserves a paragraph of its own.
Chat logs retained indefinitely
Moderation is a valid purpose with a finite useful life.
Behavioural advertising to under-age players
Restricted or prohibited under COPPA, the design code and several other regimes.
Loot box odds undisclosed
Increasingly a legal requirement rather than a platform courtesy.
High-privacy defaults not applied
The design code expects them for children, and defaults are the first thing tested.
Frequently asked questions
Does my game need an age gate?
If it is likely to be accessed by children, yes - and that is the regulator’s test rather than your intended audience. Thresholds differ by market, so a single global number will be wrong somewhere.
How should I disclose anti-cheat?
In its own section, describing what it reads from the device, when it runs, what leaves the machine and how long it is kept. It is the deepest collection in most games and a one-line mention is not adequate.
Can I show ads in a free-to-play game?
Contextual advertising generally yes; behavioural advertising to players who may be children is restricted or prohibited under COPPA, the Age Appropriate Design Code and other regimes.
Do I have to publish loot box odds?
In a growing number of jurisdictions and on several platforms, yes. Even where not strictly required, undisclosed odds attract consumer protection attention.
What is the difference between a EULA and terms of service?
A EULA licenses software that runs on the user’s own device. Terms of service govern a service you host and operate. Desktop apps, mobile apps and downloadable tools need a EULA; a web app usually needs terms.
Does my mobile app need its own EULA?
Apple applies its standard licensed application end user licence agreement unless you supply your own, and if you do, you must meet or exceed its minimum terms. Google Play expects a licence too. If you have custom restrictions, supply your own.
Do I need to list open-source components?
If you ship them, yes. Most permissive licences require attribution in the distributed product, and copyleft licences impose conditions that your own EULA cannot override.
EULA Generator for games
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PolicifyAI is a technology provider, not a law firm, and this page is not legal advice. Generated documents are a structured starting point that a qualified adviser should review before you publish or rely on them.