W4 Games raises $18M: open core beats a royalty on your stack
Tencent led an $18M Series B into W4 Games, which sells enterprise support for MIT-licensed Godot. Buy the support, not the license — the pattern generalizes.
W4 Games closed an $18 million Series B led by Tencent, bringing its total to $33 million. W4 sells enterprise tooling and support around Godot — a game engine that is MIT licensed, charges no royalty, and costs nothing to ship a commercial product on. The interesting part isn't the game engine. It's that a company can raise from Tencent while the thing it supports stays free, and what that means when you're choosing tools for your own business.
What actually happened
Per Game Developer and PocketGamer.biz, Tencent led the round with OSS Capital, LUX, Naval Ravikant, and Tobias Lütke's family office participating. W4 was founded in 2021 by Godot core developers Juan Linietsky, Rémi Verschelde, and Fabio Alessandrelli, and raised $15 million in late 2023. The company plans to grow its international team by 50% and is signing a multi-year partnership with Tencent covering go-to-market, localization, and ecosystem work across Asia.
Adoption is the argument. Citing SteamDB, W4 says the number of Godot games published on Steam grew more than 50% year over year in both 2024 and 2025. Using Gamalytic data, the company's own analysis counts Godot titles earning over $1 million a year rising from two to more than 50 in three years. Treat that second figure as a vendor's framing of its own ecosystem — but the direction is consistent across both sources.
Meanwhile the engine's license hasn't moved. MIT. No royalty, no revenue threshold, no per-install fee. The only obligation is shipping the copyright notice. Your game stays yours to license however you want.
Why open core matters for your software budget
Every studio owner remembers a vendor changing the deal after the work was done. The 2023 runtime-fee episode in game engines is the famous one, but the pattern is everywhere in small-business software: per-seat pricing that jumps at renewal, an API tier that quietly moves behind an enterprise plan, an integration that becomes a paid add-on. You built on it, so you pay.
Open core inverts the leverage. The license can't be revoked, so the vendor has to keep earning the relationship with support, hosting, tooling, and speed. That's a healthier contract for you — and it's why W4 raising money is good news for Godot users rather than a warning sign. The money is chasing the service layer, not a future rent extraction on the runtime.
The practical filter when you evaluate any tool: if this vendor tripled its price tomorrow, what would it cost you to leave? If the answer is "we'd rewrite everything," you don't have a vendor, you have a landlord. Permissively licensed cores — MIT, Apache 2.0, BSD — mean the escape hatch exists even if you never use it. You can still pay for support, and you probably should. The difference is that you're paying because the support is worth it, not because leaving is impossible.
Key takeaways
- W4 Games raised an $18M Series B led by Tencent, $33M total, to expand enterprise offerings around the Godot engine
- Godot stays MIT licensed — no royalties, no revenue thresholds, attribution only
- W4 cites SteamDB showing Godot games on Steam up 50%+ year over year in both 2024 and 2025
- Open core moves leverage to the buyer: the license can't be revoked, so the vendor competes on service
- Evaluate every tool by exit cost — if leaving means a rewrite, that's a landlord, not a vendor
Locked into a tool you can't leave? We build on permissively licensed foundations and hand over code you own outright — support is a choice, not a hostage situation. See what we build.
Sources: Game Developer, PocketGamer.biz, Godot Engine.
- #open-source
- #vendor-lock-in
- #licensing
- #developer-tools
- #build-vs-buy
Tommy Rush — Founder, Rush Commerce
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