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, matchmaking, and node allocation
- Analytics via Google Tag Manager integration
Four Ways to Build on YOM
Choose the path that fits your needs:
| Path | What You Need | Time to Live | SDK Required? |
|---|---|---|---|
| Quick Start | Compile game to Linux, upload, embed iframe | ~15 minutes | No |
| Web Integration | Custom UI, multi-stream pages, web-to-game commands | ~1 hour | JS embed script |
| UE5 SDK | Responsive HUDs, game-to-web events, multiplayer, wallet features | 1 to 3 days | Yes (optional) |
| Whitelabel Infrastructure | A branded surface to route players to: telco portal, OTT / smart-TV launcher, publisher launcher | Partner integration | Talk 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.
Whitelabel Infrastructure: Bring Your Own Surface
YOM stays neutral at the application layer. Telco portals, smart-TV launchers, and publisher whitelabels all settle through the same network, so you can own the player relationship and the branding while YOM runs the streaming layer underneath. Build on the substrate, whoever owns the player.
Best for: Telcos, OTT operators, and publishers distributing a catalog under their own brand.
How the Build Paths Map to Walter’s Motions
These developer paths plug into the three commercial motions that Walter Limited runs on the YOM network. The how-to above is the same; the motion 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.
- Kingmaker is B2B Self-Service Hosting at $89 per slot per month (100 sessions included; overage billed per session at the tier rate plus a 20% markup). Sign up, upload a build, configure a storefront, go live. No enterprise sales cycle. Most studios use Quick Start or the UE5 SDK here.
- Vampire is the consumer Compute Pass ($9.99/month), where 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.
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 this paradigm:
- 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.