ReadyCode, a gametech startup pioneering creative multiplayer for existing games, today announced the launch of ReadyM, a sandbox platform that transforms existing single-player games into community-driven, multiplayer worlds.
Designed to democratize the grassroots, community-driven model that turned Minecraft, Roblox and GTA V’s FiveM into cultural phenomena, ReadyM’s multiplayer model is ushering in a new era of boundless creativity, transforming consumption into co-creation across entire libraries of titles players already love.
Following the platform’s viral momentum with its integration into Black Myth: Wukong Multiplayer (WukongMP), which generated over 12 million organic views and 100,000 multiplayer playthroughs since its December 2025 launch, ReadyM is now preparing for its next major integration with The Elder Scrolls IV: Oblivion Remastered in Q2 2026.
The team sees these projects as a way to create experimental sandboxes for players to join and feel like they’re part of their favorite world. In that way, the work of ReadyCode is part multiplayer, part modding.
The company was started by Michael Szklarski (COO) and Julius Kopczewski, CEO of Ready Code, about 2.5 years ago. For its projects, ReadyCode has raised $3 million in seed funding. Sony Innovation Fund, Lifelike Capital and London Venture Partners co-led the funding, and this brings the company’s total funding to date to $3.8 million.
“We want to expand and we want to perfect our creation toolkit,” said Kopczewski. “It’s mostly going to be just perfecting the platform. We have a lot of organic engagement from the community.”
ReadyM gives players, modders and server owners the tools to build entirely new multiplayer experiences inside the games they love, including cooperative campaigns, role-playing servers, custom economies, PvP arenas, new rulesets and community-created content, without requiring studios to rebuild their games from scratch.
Unlike traditional mods that force creators to solve the same technical challenges over and over, ReadyM handles the infrastructure so creators can focus on imagination and gameplay.
“Some of the best multiplayer experiences in gaming came from players hacking things together because they wanted to play with friends. I’ve seen how powerful that can be, but also how fragile it is when every team has to rebuild from scratch,” said Julius Kopczewski, CEO of ReadyCode. “ReadyM offers these communities a solid foundation so their ideas can live longer and reach players across more than one game.”

Unlike traditional multiplayer mods that struggle with hosting infrastructure and player discovery, ReadyM removes many of the technical barriers that have historically held community multiplayer back, including server complexity and mod compatibility. With ReadyM, creators can focus on building worlds, rules and stories that players want to inhabit. ReadyM’s comprehensive Creative SDK operates as a universal infrastructure layer, allowing successful games to unlock years of additional engagement, experimentation and community-driven growth. The SDK is a creator toolkit.
Bethesda’s Elder Scrolls franchise has long been celebrated for its modding community, and serves as a natural next step for ReadyM’s platform vision. Using ReadyM, Oblivion players will be able to explore Tamriel cooperatively, operate custom servers with unique rules and cultures, build guild territories and in-game economies, design new quests and create entirely new game modes.
“Modders have sustained Elder Scrolls for nearly 20 years,” said Michael Szklarski, co-founder and COO of ReadyCode and creator of the first GTA V multiplayer mod (GT-MP, later FiveM). “There’s an incredible grassroots tradition of teams building multiplayer experiences for games they love, and ReadyM is eager to give those creators real infrastructure, allowing them to focus on imagination instead of netcode, hosting and constant breakage. ReadyM is built by modders, for modders. We’re descendants of that same tradition, and we want to amplify it.”
ReadyM also plans to launch a partnership program in 2026 to support existing grassroots multiplayer modding teams – including communities behind projects like Skyrim Together, Hogwarts Legacy multiplayer experiments and Just Cause Multiplayer – offering shared standards, tooling and visibility while allowing teams to retain their independence and creative direction. As these teams join, the platform compounds, growing into a grassroots modding culture that transforms gaming infrastructure.

ReadyCode is backed by investors with direct experience turning grassroots gaming communities into global platforms. ReadyM developed its core multiplayer infrastructure with feedback from Sony Innovation Fund, while Lifelike Capital brings perspective from helping scale Twitch. London Venture Partners adds long-standing expertise from investing across gaming’s shift from closed systems to community-led ecosystems.
“ReadyM empowers communities to expand beloved game IPs with new multiplayer experiences,” said Antonio Avitabile, managing director, Sony Ventures EMEA. “We look forward to supporting their efforts to build a platform that benefits players, creators and publishers alike.”
“Some of the world’s biggest games emerged from passionate modding communities,” said Randy Lee, co-founder and general partner at Lifelike Capital. “We’re excited to support the ReadyCode team as they build a platform that empowers creators and extends that tradition — starting with multiplayer and expanding far beyond a single game.”
“When communities are given real ownership over multiplayer experiences, those worlds tend to last,” said Are Mack Growen, general partner at London Venture Partners. “We believe the next generation of gaming infrastructure will be defined by longevity rather than launch cycles, and ReadyCode is well-positioned to be a foundational part of that shift.”
The seed funding supports ReadyM’s roadmap to integrate three additional triple-A games in 2026. A teaser video for Oblivion showcasing cooperative gameplay and custom commands will be available in early March 2026, followed by full SDK and community servers in Q2 2026.
The team has 12 people, with the team split between the United Kingdom and Poland. The team supports games built on either Unreal Engine or the Unity game engine.
Origins

Michael Szklarski has worked in the modding space for 20 years. He operated and hosted his own community role-playing game servers. He built popular mods for the Grand Theft Auto games as well as The Elder Scrolls series.
Julius Kopczewski grew up in game development and cofounded an indie game studio, growing it from two people to around 30. He developed his skills by making tools for game development.
They met around 2.5 years ago and started ReadyCode in Warsaw and have since moved to the United Kingdom. They’ve been working together on ReadyM to take any single-player game and add a multiplayer experience to it. Kopczewski serves as CEO and CTO,
while Szklarski as COO focuses on marketing, community outreach and operations.
“ReadyM is a multiplayer community sandbox or any game for existing games,” said Kopczewski. “We are taking an existing game, which can be a single-player game, and bringing it to multiplayer. That means synchronizing the state, and then on top of that, shipping an SDK, where people can use this supported game as a starting point to build new experiences on top of it.
“The base model is super similar to what community servers on Minecraft did,” said Szklarski. “A community-made server is the core of the idea. We are expanding this idea on a plethora of other games.”
Partners

The first partner for the ReadyM technology was Black Myth Wukong, a big hit based on Chinese mythology from Game Science in China. ReadyCode helped add a multiplayer mode to Wukong, supporting the entirety of the game.
The concept evolved a little bit along the way, but the team found its true focus more than a year ago, with a focus on building sandbox multiplayer areas in games. They brought their techniques from game modding to get players excited about community play. They figure out new, fun multiplayer game modes. One of the interesting experiences is to create a “boss rush” mode where lots of players gang up on a boss.
After Black Myth Wukong, ReadyCode is bringing ReadyM and its SDK to the Elder Scrolls: Oblivion game, adding multiplayer to the games that have been single-player for so long. The first one is scheduled for release soon. And then the modding community will add its own creations to the multiplayer mode. It allows them to add new mechanics and customization.
“We will show it and demonstrate it soon,” Kopczewski said.
Moving forward fast

Szklarski said, “For Oblivion, by far the most requested thing is just role-playing inside the world of Oblivion. That’s just how, you know, people want to basically have others come into the world and then take advantage of the in-game mechanics.”
“But also from a gameplay standpoint, I think this works best for open world games,” said Kopczewski. “We selected Oblivion as the next game because it’s far more of an open-world game.”
“With Oblivion, there’s a cross of two very important factors. The first was like it’s an open world. It has an established economic system that players can build something really advanced, as they showed on Minecraft, and full-fledged role-playing servers with factions patrolling or fighting with each other,” Szklarski said.
“There is so much competition in this space. As a startup, have a bit of a more intense approach to it. We really apply ourselves to ship it and then really care about the quality, and make sure that the experience people have — they don’t have to be technical, they don’t have to move the files around. So this is as approachable as possible,” said Kopczewski.
One of the reasons it could be a good business is that players are increasingly loyal to the games they have played before. They aren’t trying as many new games, and they’re putting more time into existing games. Giving players who are focused on single-player a new way to play multiplayer with their favorite game — that’s really appealing, Szklarski said.
“Our core approach is mostly in this area that we want to expand games that already have great audiences,” Szklarski said, where his team can embed new experiences into the settings that people already enjoy.
With Black Myth Wukong’s multiplayer, it took about six weeks to get to the first playable multiplayer version.
“To fully build it out, it took, you know, many more months, but the first kind of playable version that was actually pretty quick, and also that allowed us to create a lot of buzz,” said Kopczewski.
The timeline is similar for Oblivion, as the team only started working on it toward the end of last year and it has made a lot of progress.
“We are getting up to the speed when we’ll be able to make this process even more streamlined or faster for the next games that we are going to cover,” Szklarski said.
“We really see ourselves as part of a larger trend to just have games become this collaborative, remixable media,” said Kopczewski.