Game Data Management - theseus.works
Theseus gives your designers a proper interface for game data. Define objects, set fields, manage records, and push changes directly into your Git repo via PR. Your data lives where your code does. Your programmers stop being the middleman.

The problem
Mid-size studios get stuck in an awkward middle ground. Too big for spreadsheets to hold up, not big enough to have someone whose job is building internal tools. So the work falls to whoever has a spare afternoon, which is nobody.
A designer needs a new field. That means finding a programmer, explaining what they need, waiting for it to be built, and hoping the spec didn't change in the meantime. This happens constantly.
One wrong paste and three weeks of balancing work is gone. There's no history, no validation, nothing stopping anyone from saving over something important. It's a shared document masquerading as a database.
When something changes in a spreadsheet, someone still has to export it, convert it, and get it into the build. Usually that someone is a programmer, and usually it's not the first time they've done it this week.
A weapon does no damage. Was it always like that? Did someone change it yesterday? You can't tell. Spreadsheets don't know and don't care. Debugging a data problem with no history is a bad afternoon.
“We spent six weeks building an item editor. By the time we shipped it, half the schema had changed. That's the last internal tool we'll ever write.”
How it works
Designers own their data. Engineers own the merge. The PR workflow your team already uses handles the rest.
A designer builds a Weapon object: Damage, Range, Rarity, whatever the game needs. Field types, constraints, and relationships are set up in the UI. No code, no asking for help.
Add a sword. Set the damage to 45. Mark it uncommon. If something's wrong - a number out of range, a required field missing - it gets flagged before the designer even submits.
The designer raises a pull request. Theseus puts the data on a branch in your GitHub repo, formatted as JSON. A reviewer looks it over and approves or kicks it back, same as any other change.
The PR merges. The Unity package picks up the change and regenerates the C# class. sword.Damage returns 45. Nobody had to write a parser or update a struct.
When a designer defines a Weapon in Theseus, the Unity package generates a C# class from the schema. Programmers don't need to write a dictionary lookup function, or parse strings. Just typed properties. Simple.
Add a field and the class updates on next sync. Remove one and it gets marked [Obsolete]. A compiler warning, not a build failure. A cleanup task is automatically raised in the task tracker.
No silent breaking changes. Existing records keep the data they had at the time the field was removed. New records use the defined default. Nothing disappears without somebody knowing about it.
// Generated by Theseus - do not edit manually // Last synced: schema v4 - 2 fields updated public class Weapon { public string Name { get; set; } public float Damage { get; set; } public string Rarity { get; set; } public float Range { get; set; } // Deprecated in schema v3 - cleanup task #47 [Obsolete("Removed in schema v3. See task #47.")] public int Price { get; set; } } // Usage - anywhere in your game code: var sword = TheseusData.Get<Weapon>("iron-sword"); Debug.Log(sword.Damage); // 45
What's included
Weapons, quests, NPCs, levels, dialogue nodes, define whatever your game uses. Presets for the common ones, blank slate for everything else. Fields, types, relationships, all in one place.
Set value ranges, mark fields as required, restrict to a list of allowed values. Validation runs in the UI as designers type, and again at PR submission. Bad data doesn't get far.
A Quest can reference its reward Items. A Level can list its Characters. These links are enforced. Related records surface in the UI without any extra setup.
Theseus creates the branch and raises the PR. Designers submit changes, reviewers approve them, and the data merges exactly like code, because it is. Your existing review process doesn't change.
Every change is logged; who made it, what they changed, which PR it came in on. Field-level diffs, full record history. When something breaks you can actually find out why, which is more than a spreadsheet will ever tell you.
The Unity package generates typed C# classes from your schema on every sync. Removed fields are marked [Obsolete] rather than silently dissapearing. No struct to maintain. No parser to write.
Works with your stack
Your studio already has tools. Theseus works alongside them, not instead of them. Bring your Twine dialogue, your Google Sheets, your CSV exports. Import them, structure them, put them under version control. You don't have to start over.
Already running Jira or Linear? Keep it. When a PR is submitted or merged in Theseus, linked tickets update automatically. Link a weapon record to a ticket and the ticket shows the current damage value – no one has to go and look it up. Your existing workflow stays intact, your tickets just get smarter.
Data goes into your existing GitHub repo as JSON. Theseus creates branches and raises PRs on your behalf via the GitHub API. Your repo stays the source of truth – Theseus is the interface on top of it. GitLab, Bitbucket, and Perforce support to follow.
The Theseus Unity package generates typed C# classes from your schema on every sync. Add a field and the class updates. Remove one and it's marked [Obsolete] with a compiler warning – not a silent break. Unreal and Godot support planned to follow.
Get notified in Slack or Discord when a PR is submitted, approved, or rejected. Surface data changes where your team already works, without anyone having to check Theseus to stay up to date.
Most studios live in spreadsheets or Notion until something breaks badly enough to force a change. The importer walks you through mapping your existing columns to Theseus field types. Your data comes with you – you're not rebuilding from scratch.
Writers use Twine or Yarn Spinner, and that's not changing. The Theseus importer maps exported dialogue trees into structured object types, with nodes tied to the translation lookup table. Same tools, proper version control.
Import your existing data, map your columns to your fields, and move on. If your data is in a spreadsheet, a Notion database, or a CSV sitting on someone's desktop, it'll work.
Lite covers small teams getting started. Pro is for studios with real production volume - more seats, unlimited projects, full audit history, and multiple branch environments. Both include the full PR workflow and every user role.
| Feature | Lite | Pro |
|---|---|---|
| Included seats | 1 | 10 |
| Extra seats | £–/month each | £–/month each |
| Projects | 3 max | Unlimited |
| Object types per project | 100 | Unlimited |
| Records per object type | 1,000 | Unlimited |
| History & audit trail | 30 days | Unlimited |
| GitHub repos per project | 1 | Unlimited |
| Stat curve suggestions | ✓ | ✓ |
| Bulk data generation | – | ✓ |
| Support | Community / docs | Email with SLA |
Pricing announced at launch.
The Design Station is where Theseus starts – not where it ends. The plan is a full suite of tools built specifically for game studios, all sharing the same underlying data model. A task in the task tracker knows what a weapon is. A user report can be used to easily create a deep-linked task. That's not possible with a patchwork of third-party tools.
The Design Station contains no AI-generated content features by design. The games industry has legitimate concerns about AI in creative pipelines, and Theseus respects that. If your studio wants to keep its process AI-free, Theseus won't get in the way. What you'll find instead are algorithm-based tools: stat curves, value suggestions, duplicate detection. Smart tooling without the baggage.
Your game data is your studio's intellectual property. Theseus is built from the ground up with security at the forefront. Every single piece of data is protected.
The alternative
| Capability | Spreadsheets | Theseus |
|---|---|---|
| Field-level validation | Manual, fragile | Enforced at UI + PR |
| Version history | File-level only | Field-level, per record |
| Git integration | Manual export + commit | Automatic via PR |
| PR review workflow | None | Native, GitHub-backed |
| Typed Unity access | Custom importer required | Auto-generated C# classes |
| Object relationships | Manual cross-sheet refs | First-class, validated |
| Programmer involvement | Required for any change | Setup once, then none |
| Broken build risk | High - no warnings | Deprecation warnings, not errors |
Theseus will be in early access soon. Get in touch, and we'll let you know when it's ready for your studio.
No commitment. No spam. Early access invites sent in studio order.