What happens between "Build" and your download
decomPirate pairs established decompilers with an AI coding agent. The decompilers explain what each app or game does. The agent writes something new.
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1 · Decompile
Each upload is identified from its bytes, not its name, then opened with the right engine: Ghidra for native code, JADX for Android, plus .NET, Unity and Electron handlers.
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2 · Understand
The agent reads both decompiled projects side by side and works out what each app or game does: its data, its screens, its rules and its file formats.
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3 · Write fresh code
Guided by your prompt, it writes a new program into a clean
output/folder, with a README. You watch every step live, then download a zip.
Apps and games, up to 1 GB each
Upload two files. If a format isn't recognised, the build stops early and tells you why.
GamesFor games, upload the game's main program — the .exe, or Assembly-CSharp.dll for Unity games — or zip the game folder: art, audio and video are skipped, only code is decompiled.
- Windows .exe / .dll
- macOS .app (zipped)
- Mach-O binaries
- Linux ELF
- Android .apk
- .NET assemblies
- Electron .asar
- PC games (.exe)
- Unity games (Assembly-CSharp.dll)
- Android games (.apk)
- Game folders (.zip)
Uploads are never executed. They are analysed as data, stored privately, and deleted when the build ends.
It writes its own original code
Decompiled code is reference material. The agent is told to learn how the apps behave and then write a clean-room style implementation. It never pastes the decompiled source into your output.
Use it for software you have rights to
- Programs you or your company wrote or own
- Software whose licence allows analysis or modification
- Analysis for interoperability, where the law where you live allows it
Each build asks you to confirm this, and we keep that record with the build.
Don't use it to
- Copy or redistribute someone else's product without permission
- Get around licence checks, DRM or other protections
- Analyse malware or anything you aren't allowed to have
See the acceptable use policy. Accounts that break it are closed.
Every build runs in its own sealed workspace
- A sandboxed agent with a locked-down shell that can only write inside its job folder
- No access to our servers, databases, payment keys or other users' files
- A hard limit on time and steps for every build
- A spending cap set by your credit balance, so a build can't cost more than you hold
What a build costs
| Size | Typical pair | Credits |
|---|---|---|
| Small | Two small utilities or CLIs | ~225 |
| Medium | A desktop or mobile app pair | ~1,150 |
| Large | Two large, feature-rich programs | ~3,600 |
You're charged for actual use, which is often less than the estimate. 1 credit = $0.01.
Questions
Do I get the decompiled source?
No. You get the new program the agent wrote. The decompiled projects only exist inside the build's sandbox and are deleted with it.
What if the build fails?
You're only charged for the model time actually used, and never more than was reserved. Failed builds show you why, so you can adjust your prompt.
Which languages does it write?
Whatever suits your prompt. Ask for a specific stack ("a React web app", "a Python CLI") and it will use it.
Can I use what it writes commercially?
The output is yours to use, as long as you had the right to analyse the programs you uploaded. See the terms.
Try it on your own two apps or games
Start with 500 free credits. No card needed.
Or compare plans first.