Credits

Drop your game project in. It reads the LICENSE and readme files already sitting next to your assets, and gives you a credits file.

Runs in your browser No account · no upload · nothing stored The licence text at each link governs

Drop your project folder here

or click to choose one · nothing is uploaded

Exactly what happens to your files

They stay on your machine. This page has no server behind it. There is no upload, no account, no database, and no analytics — not even a disabled one. Closing the tab is the whole of the cleanup.

Two kinds of file are opened and read: licence files (LICENSE, LICENCE, COPYING, OFL.txt, UFL.txt, EULA) and readmes (readme, about, credits, attribution, notice, authors). Anything over 512 KB is skipped as unlikely to be licence text.

Asset files are read only when nothing else identified them. Most folders are recognised by their licence file or their name, and those are never opened. A folder that neither identifies is fingerprinted: each file is hashed here, in this tab, and images also get a perceptual hash so a recoloured or resized copy still matches. Hashes are what the matching compares — you cannot rebuild a sprite from sixty-four bits.

The hashes stay here too. Nothing is sent anywhere, because there is nowhere to send it: this page has no server, and the browser is instructed to refuse every outbound request whether or not the code asks for one.

Skipped entirely: node_modules, .git, .godot, Library, build output and other engine caches. Archives are not opened either — unzip a pack before dropping it, and the tool will say so if it finds any.

Nothing is remembered. Reload the page and every answer is gone. If you want it to remember, that is worth telling me about — it is one of the three things this tool exists to find out.

It reports what it read in your licence files, and names what it could not read rather than guessing. The licence text at each link governs.