the hardware is already inside the cities

50km

the radius in which players see a median one-way latency of 15ms; 40.5ms across all sessions

Light in glass covers two hundred kilometres per millisecond, and a round trip pays that twice. 936 million people play games on a PC (Newzoo, 2025), and most hours of the day those machines wait.

what the network sells
a session streaming from a gaming PC near its player served through walter.gg, YOM’s own cloud-gaming service start a session yourself

nobody built it this way because nobody could

the first ceiling is a price

in a data centre

on this network

the hour there, the session here (a session runs up to one hour)

$1.23

$0.08

hardware

bought years before it earns

already bought, to play games on

cooling and power

cooled and powered around the clock

it is a room, it is already cool

bandwidth

every frame travels the distance

the GPU sits near the player

idle time

the rack is paid for at 3am

bought per session served

real estate

built before the first customer

somebody lives there

Real-time streaming from a data centre costs too much to sell per player: capacity sized for the peak sits idle the rest of the day. This network removes that floor.

you cannot buy your way past the grid

the second ceiling is electricity

a new transmission line takes four to eight years to build
the grid adds one to two percent a year

228 electricity data centres will demand

111 grid capacity to supply it

2024, indexed to 100 2030

waits for transformers and cables doubled in three years

Every month in that queue is a month a competitor cannot get back. Capital is abundant. Substations are not.

IEA, Energy and AI LBNL 2024 data centre energy report Goldman Sachs

the costs are already paid by somebody else

what YOM pays per kilowatt hour

$0

The owner powers the GPU, from their 60% share.

a hyperscaler, retail tariff

$0.10 to $0.15

Before a single chip is bought

Telco towers are already permitted, powered and cooled. On UK tower sites, YOM ran 168 live game sessions over 20 days. Chips and latency can be bought. A place in a full queue cannot.

three product lines, one price logic

gaming was the hard part, and it is running

Gaming is the first market and the hardest proof: a frame every 16 ms, a player waiting on each. Within 50 km of a node, median one-way latency is 15ms. If a game runs here, everything looser does.

16,100 live sessions in the last 30 days across 7 world regions with active hosts, from 28,061 PCs checked by their owners, as of 10 Oct, 00:00 UTC.

+1,316%

daily active players

  • 7 GB became 2 MB

    a 2 MB link in place of a 7 GB download

  • +54%

    retention at thirty days

Roughneck Rumble, by Skyhook Games, over its first six months on the network. The studios and partners behind the network.

what would have to be true

  1. a session cannot survive on hardware that comes and goes

    Stateless networks retry a job when a card vanishes; a session can only be lost. So each goes to a node with room to hold it; the design target on home GPUs is 98% of sessions without a network drop.

  2. my build would sit on a stranger’s machine

    Every session runs in its own container, destroyed when it closes. NANO nodes boot an encrypted system whose boot files are checked against known hashes at every start, and pre-release builds run only on capacity YOM controls.

  3. what if there is no node near my user

    It runs on commercial cloud instead of failing. We carry that cost so the network works everywhere on day one.

  4. why would supply keep growing

    An operator earns more where sessions are being paid for. Supply follows demand into a region instead of being built ahead of it, and that is what carries the cost curve down.

  5. where does the session fee go

    Publishers pay per session, in dollars. The fee splits four ways: 60% to the operator, 30% to network development, 5% shared with everyone who holds on to their payout, 5% retired. Payouts follow session volume, not token price.

how the orchestration actually works
No existing system combines decentralised consumer-grade GPU infrastructure, real-time interactive game streaming, browser-native delivery via embed SDK, and an orchestration layer with QoS-based routing.
Dr. Slinger Jansen, Associate Professor, Utrecht University. Independent expert opinion, March 2026.

the layer keeps the value

Nobody knows which application layer wins. What does not get abstracted away is latency, locality, energy and hardware. A frame still has to be rendered near a person.

Every session pays the same fee to the network regardless of what the session is. A game tonight, a live AI conversation next quarter, a partner’s own streamer in its own container after that.

the market this layer sits under

  • $116B

    real-time GPU work a year by 2030: streamed games and live AI

    YOM model, bottom-up; Newzoo 2025, Steam Hardware Survey

  • $18.5B

    the part of it a network next to its users can serve

    YOM model, bottom-up

  • $29B

    cloud gaming alone in 2030, upper analyst estimate

    Grand View Research; Statista

what we are building

we are building the GPU layer of the post-AI economy

Same nodes, a different workload. Three things and we can price it: what runs, where your users are, and how long a session lasts.