overview

YOM streams any Linux-compiled game to any browser. No app stores, no downloads, no device requirements. Players click a link and play.

What YOM handles for you:

  • WebRTC video/audio streaming (H.264, VP8, VP9, Opus)
  • Input capture: mouse, keyboard, gamepad, microphone
  • Automatic scaling across devices and screen sizes
  • Session management and node allocation: HyperOrch, YOM’s edge orchestrator, sends each session to the nearest node with the GPU capability and free capacity it needs
  • Analytics via Google Tag Manager integration

Four Ways to Build on YOM

Choose the path that fits your needs:

PathWhat You NeedTime to LiveSDK Required?
Quick StartCompile game to Linux, upload, embed iframe~15 minutesNo
Web IntegrationCustom UI, multi-stream pages, web-to-game commands~1 hourJS embed script
UE5 SDKResponsive HUDs, game-to-web events, multiplayer, wallet features1 to 3 daysYes (optional)
YOM ContainersYour own streamer or app, run on YOM capacity under your brandPartner integration, starting with a scoped pilotTalk to us

Quick Start: Stream Any Game

Upload your compiled Linux binary and embed a single iframe. YOM’s universal streamer handles everything else: WebRTC, input, video, audio. No changes to your game code.

Best for: Demos, showcases, single-player experiences, rapid prototyping.

Web Integration: Custom Portals

Use the YOM embed script (yom-embed.js) to build custom game portals with multiple streams, dynamic layouts, web-to-game communication, and branded onboarding flows.

Best for: Game portals, content aggregators, branded storefronts, interactive marketing pages.

UE5 SDK: Advanced Game Features

The YOM Unreal Engine 5 SDK adds responsive HUDs, bidirectional game-to-web events, control hints, multiplayer networking, voice chat, and Web3 features (inventory, airdrops, gated access, portals).

Best for: Studios building interactive multiplayer experiences with deep web integration.

YOM Containers: Your Own Streamer, Our Capacity

YOM Containers runs your own streamer or app on YOM capacity next to your players, under your brand. You own the player relationship and the branding; YOM runs the GPUs underneath and bills by the hour while your container runs, from $0.12 to $0.72 an hour by compute tier. The first managed-capacity pilot is on the roadmap for Q4 2026.

Best for: Platforms and publishers that already run their own streamer and want capacity next to their players.

How Each Path Is Sold

Quick Start, Web Integration and the UE5 SDK plug into how YOM Games is sold, per session: through Walter, YOM’s own consumer service, or through your own channel. The how-to above is the same; what changes is how you take it to market and how billing works.

  • Discovery powers free embedded demos. Drop a playable demo on Reddit, Discord, Telegram, a landing page, or an ad unit using Quick Start or Web Integration. No service fee; sessions run at base compute cost. This is the wedge that turns a click into a player.
  • The Hosting Slot is the publisher plan at $89 a month: 2,300 credits (1,150 Standard sessions) and one workload, with usage beyond that at $0.048 per credit. Paid plans start with a scoped pilot or the Hosting Slot. Most studios use Quick Start or the UE5 SDK here.
  • The Compute Pass is Walter’s consumer subscription (billing from January 2027): $4.99 / $9.99 / $19.99 per month with 30 / 70 / 140 credits. Each session uses 1 credits at Light, 2 at Standard, 4 at Premium or 6 at Ultra, for up to 60 minutes. The monthly allowance can cover a mix of session tiers; extra credits cost $0.175 each. Players link Steam or Epic and stream games they already own (bring-your-own-game). Publishers route their player base to the Compute Pass as the streaming layer, while keeping their own store and revenue.

See Compute Pass credits for how the monthly allowance relates to session tiers and play time.

Whichever motion fits, the integration work on this page is what gets you there: YOM is infrastructure, not a storefront taking a cut. You keep control of monetization, whether that is a subscription, a premium title, an ad-supported demo, or a free showcase.

Design for Instant Play

Cloud-streamed games live on webpages and are instantly accessible from any device. To make the most of instant play:

  • Skip main menus: players expect to jump straight into gameplay.
  • Design responsive: your game will run on phones, tablets, and desktops.
  • Think web-native: use web widgets and bidirectional game-to-web communication instead of in-game UI where it makes sense.