Prove you own it
- Signed assignments from every developer and artist
- A list of owned vs licensed code, art and audio
- Asset Store packages bought by your company, not a personal ID
- Trademarks, domains and store accounts in the right name

Buyers pay for a game they can build, run and grow. Get your repo, licences and store revenue in order before you list, then sell your Unity game privately to reviewed buyers.
12-page field guide to evaluating the code, licences and integration work behind a game or tool, with an IP and dependency register and a fillable review worksheet. Enter your email on this page and we'll send you the download link.
Prepare a clean, buildable repo, proof of ownership for code and art, and store reports that reconcile to your bank. Then list it privately, share detail with approved buyers and agree an asset purchase with a written handover plan.
Yes, but the buyer needs the right to keep using them. Unity ties Asset Store purchases to the buying account, so move packages to your company's Unity organisation before you sell and list any that the buyer must re-buy.
Buyers price verified net revenue, how hard the game is to maintain, and how much it depends on you. Start with 12 months of store reports and try the GameAcquire valuation tool for a range.
Yes. Your public listing can stay anonymous and you decide which approved buyers get your identity, metrics and source code.