EULAs: the player licence

Play this lesson

"I bought it, so it's mine"

A message lands in the studio inbox: "I paid for Hyper Shards, so I own it. Can I put a copy on my own website for my friends?"

What did the player actually buy? Not the game itself. The code, art and music still belong to the studio, protected by copyright, the right to decide who may copy and share a work. The player bought permission to play. That permission, and its rules, is written in a EULA.

A license, not ownership

A EULA (End User License Agreement) is a contract between the studio and each player. It grants a license: permission to install and play the game, with rules. The copyright stays with the studio.

The big stores say it plainly. Apple's standard EULA says apps "are licensed, not sold". Steam's Subscriber Agreement says "The Content and Services are licensed, not sold." And in California, a law in force since January 2025 makes sellers tell buyers clearly when a digital game is a license that can be taken away, not ownership.

Quick check

A player who buys Hyper Shards owns its copyright, so they may share copies of it online.

Show the answer

False

Buying gets the player a license to play. The copyright stays with the studio, and the EULA says copying and sharing the game are not allowed.

What a EULA usually says

Refund rules live in each store's policy and on our own site (the Refunds, disputes and fraud lesson covers them). The rest is common to most games:

Store EULAs, or our own

Each place we sell starts from a different point:

Fix the terms

terms-draft.txt
Hyper Shards player license (draft)You get a license to play, not the code.No cheats, hacks or reverse engineering.We may close accounts that cheat.Levels you share may be shown in the game.We may charge your card again whenever we like.

Kai drafted these terms for our website. Which line must go before a lawyer even sees it?

  1. Line 2
  2. Line 4
  3. Line 5
  4. Line 6
Show the answer

Line 6

Every payment needs the buyer's agreement at the time. Terms can't turn an unfair grab into a fair deal: in the EU, for example, unfair terms in a consumer contract don't bind the consumer. Lines 2 to 5 are normal terms.

EULA, terms of service, privacy policy

Three documents that players often mix up. Many studios combine the first two into one "Terms" page. The privacy policy is its own page.

Clear terms, and why a parent accepts

Terms only work if people can understand them. Good studios put a short plain-language summary at the top, use headings, and never hide surprises in tiny print.

Children can't always be held to a contract: in most countries, someone under 18 can cancel most contracts they make (the Why a company? lesson explains this). So many game terms ask a parent or guardian to read and accept them for a child, and make the parent responsible for purchases on the account. Our terms do the same.

Quick check

Why do Garden Defense's terms ask a parent to accept them for a 10-year-old player?

  1. A child can often cancel a contract, so the studio needs an adult who can be bound by it
  2. Children are not allowed to play games that have terms
  3. Only parents are able to read legal text
Show the answer

A child can often cancel a contract, so the studio needs an adult who can be bound by it

Contract law protects young people by letting them cancel most contracts. That protection is why games ask a parent to accept the terms and take responsibility for purchases, while the child still plays.

Next: the name on the game

Writing terms is real teamwork. You list the rules our games truly need, a lawyer turns them into terms that work where we sell, and a parent accepts the store agreements for the company. Laws on consumer contracts differ between countries, which is why the lawyer matters.

A EULA protects the game's code and content. It can't protect the game's name. That needs a different law.

Bolt says: This is general information, not legal advice. Next: names, logos and trademarks.

Fact-checked 9 October 2026