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
Three 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 | 1–3 days | Yes (optional) |
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.
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.