gaas.host
14 ms pingPlays in any browser

Turn your game into a link.

Cloud gaming as a service, for studios. No download, no store, no subscription.

Windows builds from Unity, Unreal, Godot or your own engine. No code changes to start.

Example: publishing a game on Gaas.host in four steps

studio.gaas.host/ember-atlas/upload

Upload your build

EmberAtlas.zip Windows build · 18.6 GB

Ready to stream

Players launch it from the machine they already have.

Windows macOS Linux ChromeOS iPad and Android tablets Phones
Most people who would buy your game don't own a gaming PC. They all have a browser.
  • a 2017 MacBook Air
  • a school Chromebook
  • a work laptop without admin rights
  • a Linux desktop
  • an iPad on home Wi-Fi
<30ms

round-trip ping to the nearest region

0

downloads, sign-ups or subscriptions for players

4K60

top stream quality, or 1440p at 120 fps

What players see

Click. First frame. Play.

The player opens your link and the game is running in the tab a few seconds later. The GPU, the drivers and the patch are on our side.

  • A dedicated GPU per session. Nothing shared with other players, so frame times stay flat.
  • Hardware encoding, WebRTC transport. Frames are encoded on the GPU and sent over UDP with forward error correction.
  • Adaptive bitrate. If the Wi-Fi dips, resolution drops for a moment instead of the stream freezing.
play.gaas.host/ember-atlas
Demo · 47:12 left Enjoying it?Buy $19.99
  1. Finding nearest regionFrankfurt · 11 ms
  2. Starting GPU sessionready
  3. Restoring cloud saveAct II
  4. First frame2.4 s
Example session: player in Lyon, streaming from Frankfurt
Under the hood · Performance tierper session
GPU
RTX-class, 16 GB VRAMdedicated, never shared
CPU
8 vCores at 3.7 GHzAMD EPYC
Memory
32 GB DDR5NVMe build cache
Encoder
NVENC, low-latency CBRAV1 · HEVC · H.264
Transport
WebRTC over UDPDTLS-SRTP encrypted
Loss recovery
FlexFEC + frame invalidationno keyframe stalls

Everything between your build and a player's browser

GPUs, streaming, saves, payments and analytics are already wired. You ship the game and choose how people pay for it.

GPUs close to your players

Each session starts on the GPU with the lowest ping to that player, picked when they click.

Dedicated GPU per sessionAuto region pickPre-warmed instances
Player in Lyon, Franceping
Frankfurt selected11 ms
Paris13 ms
London19 ms
Virginia84 ms

Ping under 30 ms

Measured from the player's browser to the GPU, every second of every session.

Nearest regionMeasured every second
14ms median
p95 19 ms
30 ms 15 ms
ping, last 60 s30 ms target

A stream that bends, not breaks

Bitrate follows the connection in real time. AV1 where the browser decodes it, HEVC or H.264 where it doesn't.

AV1 · HEVC · H.264Forward error correction
28Mbps
Wi-Fi dip at 0:34
3015 1080p1440p1440p
bitrate, Mbps0 stalls

Timed demos and play limits

Give a free hour, warn before it ends, show your purchase screen, keep the save for when they come back.

Per playerPer linkGrace period

Demo timeline

one player
0:0030:0085:00
When time is upShow purchase screen
Save kept for90 days
Same player, new deviceRemaining time carries over

Your checkout, your players

Use the built-in purchase screen with your own Stripe account, or keep your store and unlock sessions from your server.

Bring your own StripeSigned webhooks0% revenue share

Webhook events

→ api.kestrelpine.example
14:02:11session.started200
15:02:09session.time_up200
15:03:40purchase.completed200
15:03:41player.unlocked200

Cloud saves that follow the player

We keep your game's save folder per player ID. Next session resumes from the last save, on any device.

Per player ID90-day retention
Act II · The Salt FlatsAutosave · 7 h 42 min played
2 min ago
Act I · GreenhollowManual save
yesterday
Resume on this device

Keyboard, gamepad or touch

Mouse capture and controllers through standard browser APIs. A touch overlay for tablets, laid out by you.

Pointer LockGamepad API
Keyboardraw mouse
GamepadXInput layout
Touchoverlay

Know what players actually do

Sessions, minutes played, drop-off points and purchases, per build, per link and per region.

FunnelsCSV exportPer region
3,940sessions this week
+24% vs last week
MonTueWedThuFriSatSun

Player SDK

One tag. A play button anywhere.

Add the script, drop the element, and your page launches the game in place. The JavaScript API gives you session events, time limits and unlocks when you need more control.

Your website Discord Newsletters QR on a poster Playable ads
Read the SDK docs
import { GaasPlay } from "@gaas/play/react"

export function TryItNow({ user }) {
  return (
    <GaasPlay
      game="ember-atlas"
      mode="demo"
      playerId={user?.id}
      quality="auto"
      onTimeUp={() => router.push("/buy")}
    />
  )
}

Cloud gaming without a platform in the middle

GeForce NOW and Xbox Cloud Gaming are services players sign up for, with their own account, catalog and monthly hour limits. Stadia worked the same way until Google shut it down in January 2023. Gaas.host has no player-facing service: it runs your game on your page.

Question Gaas.hostfor studios GeForce NOWNVIDIA Xbox Cloud GamingMicrosoft StadiaGoogle
Player needs an account No. Optional, through your own login NVIDIA account, plus a linked store account Microsoft account Google account
Player pays for the service No. Players pay you, if you charge Free tier with ads and queues, or a paid membership Game Pass, or prepaid hour packs where offered Optional Stadia Pro; games bought in the Stadia store
Play time limits set by You, per game and per link NVIDIA: 1-hour sessions on Free, 100 hours a month on paid tiers Microsoft: 5 to 15 cloud hours a month, depending on the Game Pass tier No hour caps while it ran
Player must buy the game on a store first No Yes, on Steam, Epic or another supported store, and the publisher must opt in Only if it is not in their Game Pass catalog Yes, bought on Stadia
Who takes a cut of each sale Nobody. 0% revenue share The store you sell on (Steam's standard cut is 30%) Microsoft, through the Xbox Store or a Game Pass deal Google, through the Stadia store
Where players start the game Your site, any link, any embed NVIDIA's app or play.geforcenow.com Xbox app or xbox.com/play Stadia app or stadia.google.com
Who owns the player relationship You NVIDIA and the store Microsoft Google
Status Open to studios Available Available Shut down on January 18, 2023

Based on public information as of November 2026. GeForce NOW, Xbox Cloud Gaming and Stadia are trademarks of their respective owners.

Pay for GPU time. Keep every sale.

You pay for the hours players actually stream. What players pay goes to your Stripe account, and we take no cut.

Prototype

$0
10 streamed hours a month
  • 1 game, 1 region
  • Up to 1080p at 60 fps
  • Share links and the embed tag
  • Time limits
  • Gaas.host badge on the launcher
Start free

Studio

Most studios
$0.49/ hour
per streamed hour at 1080p
  • Everything in Prototype
  • All regions, auto region pick
  • Up to 1440p at 120 fps
  • Purchase screen with your Stripe
  • Cloud saves and webhooks
  • Analytics and funnels
  • No badge
Upload a build

Publisher

Custom
reserved capacity for launches
  • Everything in Studio
  • 4K at 60 fps
  • Reserved GPUs for launch day
  • Several games and teams
  • Uptime SLA and a support channel
Talk to us
0% revenue share on every plan Idle time is not billed Per-second billing

Questions studios ask

Something else? Write to studios@gaas.host.

Do players need an account or a subscription?

No. A player opens your link and the game starts. If you already have accounts, pass your own player ID through the SDK so saves, time limits and purchases follow that person.

What does a player need?

A current browser (Chrome, Edge, Safari or Firefox) and a steady connection: about 15 Mbps for 720p, 25 Mbps for 1080p at 60 fps, 35 Mbps for 1440p at 120 fps and 40 Mbps for 4K at 60 fps. Ethernet or 5 GHz Wi-Fi works best. The player's own GPU does not matter. Mouse capture works in desktop browsers; on tablets and phones, players use a controller or your touch overlay.

How low is the delay?

Ping is the network round trip, so it depends on distance: each session starts in the region closest to the player, and players near a region usually see 10 to 20 ms. We keep the rest of the delay short by encoding frames on the GPU's hardware encoder and sending them over WebRTC on UDP, with forward error correction and a small jitter buffer.

Which builds can I upload?

64-bit Windows builds from Unity, Unreal, Godot or a custom engine, using DirectX 11, DirectX 12, Vulkan or OpenGL. Single-player games run without code changes. The SDK is only needed for in-game purchase prompts or custom events.

How do I get paid?

Connect your Stripe account and use the built-in purchase screen, or keep your own store and call our API to unlock a player after they pay you. Either way the money goes to you. We charge for GPU time only.

Does it work for multiplayer games?

Yes. Each player gets their own GPU session, which connects to your game servers like any other client. Your matchmaking and netcode stay as they are, and streamed players can play with people on a local install. If your game uses kernel-level anti-cheat such as Easy Anti-Cheat or BattlEye, tell us before you publish: some anti-cheat setups refuse to run on cloud machines and have to be cleared with the vendor first.

How is this different from GeForce NOW or Xbox Cloud Gaming?

Those are services players sign up for, with an NVIDIA or Microsoft account and their own play-time limits, and a game has to be in their catalog or bought on a store they support. Gaas.host has no player-facing service: the game runs on your page, under your brand, at your price.

Your game. Your price.
Their browser.

Upload a build today and send the link tonight.