RoboSoccer
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Licensing & Partnership·June 18, 2026·2 min read

Why we license RoboSoccer instead of manufacturing it

We built the robot soccer game. We're not the right team to mass-manufacture and retail it in America — so we partner, openly and non-exclusively, three clear ways. Here's the thinking.

A fair question we get from American companies: *if the product is finished, why don't you just sell it yourselves?* The honest answer is that building a category-defining robotics game and scaling consumer manufacturing, branding, and retail distribution in the U.S. are two different companies. We're great at the first. We'd rather partner with someone great at the second than do it slowly and badly.

So we license. Openly and non-exclusively — across products, price tiers, and channels — so a serious partner can move now instead of waiting on a single exclusive deal. There are three concrete ways in, and most partners blend all three.

01 — License the Technology

Take our proven, unencumbered IP — the drive system, the grab-and-kick mechanism, the app, the full hardware design — and build your own U.S. products on it. You skip two-plus years of R&D and start from something that already plays.

Best if you already have engineering, a factory, and a channel, and you just need a head start on a category nobody else has.

02 — Co-Develop & Launch

We finish the last mile together: manufacturing-ready, costed for volume, U.S.-certified — and then go to market as partners. The team that built RoboSoccer stays in the room through launch.

Best if you want the original engineers alongside you rather than a documents-only handoff.

03 — Brand & Grow the Platform

Put your brand on it and grow a line, not a one-off — new teams, new modes, and other tabletop sports on the same proven architecture. The product was built to extend from day one.

Best if you're thinking franchise, not single SKU.

The buy-vs-build math

  • Build it yourself: two-plus years of R&D, an unproven mechanism, and the risk that the play simply isn't fun.
  • Partner with us: start from a finished game with play already validated on film, and spend your time on manufacturing, brand, and shelf — the parts you're actually good at.

We can prove the play. We're honest that we haven't proven sales at scale — that's the work we want to do with you, not a claim we'll dress up.

If one of those three doors fits your company — or you want to blend them — tell us about your company and we'll set up a call. The moment is this summer, so the useful next step is a short conversation, not a long deck.

Key facts

  • RoboSoccer is offered for licensing openly and non-exclusively, in three models: License the Technology, Co-Develop & Launch, and Brand & Grow the Platform.

    Source · RoboSoccer

  • There is no patent; the licensable asset is the finished product, designs, firmware, app, brand, footage, and know-how — clean, unencumbered IP.

    Source · RoboSoccer

FAQ

Is the licensing deal exclusive?
No. We partner openly and non-exclusively across products, price tiers, and channels, so a serious partner can start immediately rather than waiting on a single exclusive arrangement.
Is RoboSoccer patented?
No. We never claim a patent. The licensable asset is the finished, working product — designs, firmware, the built app, the brand, the footage, and the know-how from years of R&D.

Want to build it in America?

Three clear ways to partner with us.

License the technology, co-develop and launch, or brand and grow the platform. Tell us about your company and we'll set up a short call.

Start a conversation