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A link is the new install.

Real Unreal Engine games run in a browser tab, on the player's own graphics card. There's nothing to download, and it isn't a video stream. Behind every link, Strata builds your game, checks it on real GPUs and ships each change.

For Unreal Engine 5.8 and Unreal Engine 6, with early Unity support. Work in the editor you already have, or with no editor at all.

play.spacelancers.com
SpaceLancers: a fighter docked beside a ring station, with a moon behind it Play in your browser
SpaceLancers, our game, in Chrome on an Apple M2 Max. A frame from a Strata GPU check in desktop-class mode, 2026-09-19.

This is not a video.

Pixel streaming runs your game on a rented cloud GPU and sends players a video of it. SimplyStream compiles the game itself for the browser, and it renders through WebGPU, which ships in Chrome, Edge, Firefox and Safari.

$0 per minute to render.
The player's GPU does the work, so hours played don't run up a cloud bill.
Small enough to start in a tab.
Builds can be as small as 8 MB. Epic's Lyra sample downloads as 33.4 MB.
Huge worlds stream in as you move.
Epic's 46 GB City Sample starts after about 3% of it has downloaded.
Epic's own showcase, in a tab.
Electric Dreams, with Nanite, Lumen, Substrate and virtual shadow maps, passes our automated GPU checks in both render modes.
Electric Dreams
Epic's Electric Dreams sample: dense jungle with sunlight through the canopy
Epic's Electric Dreams sample in Chrome, cropped from a frame captured by a Strata GPU check.
City Sample
Epic's City Sample: a figure standing in a city plaza
Epic's City Sample, mobile-class mode (ES3.1), from a Strata GPU check.

Ship with one command, or one sentence.

Strata is the build agent inside SimplyStream. It builds your game in the cloud, plays it on a cloud GPU in both render modes, and only then puts it live. You don't install an engine, and you don't keep a build machine.

Paste this into Claude Code, Codex or any agent that can run commands, with your email and your game's name filled in. You approve one email; the agent creates the project, sends your game, waits for the GPU check and hands you the play link.

Read https://api.stratavcs.com/v1/agent/guide and set me up on Strata: my email is YOUR@EMAIL and the game is MY-GAME. Keep going until it's deployed and verified, then send me the play link.
  1. Build

    Every push is cooked in the cloud, client and server, for both kinds of device.

  2. Check on a GPU

    Chrome on a cloud GPU plays the build in desktop-class and mobile-class modes.

    PASS SM5 PASS ES3.1

  3. Ship

    The link updates, and so does the live multiplayer server.

From a code change to a verified build in about 15 minutes: the median for SpaceLancers on Unreal Engine 6, 2026-10-01.

A corrupted frame: vertical streaks smeared across a game menu FAIL SM5
A frame from a StackOBot build, as Strata's GPU check saw it.

A broken frame never reaches players.

Every build is played in Chrome on a cloud GPU before it ships. When this StackOBot build came back with streaks across its menu, the check failed it, and players kept the last good build.

play.spacelancers.com
SpaceLancers: a ship passing a cratered moon Play in your browser
SpaceLancers runs in production on the Unreal Engine 6 line.

Multiplayer that runs where the game does.

Dedicated servers compile to WebAssembly, like the game itself, and reach browsers over WebSocket, WebRTC or WebTransport. SpaceLancers runs its servers this way in production, each built for 32 pilots.

Streaming bills every hour played. This doesn't.

Cloud streaming rents a GPU for every player, for every hour they play. In the browser, the player's own GPU renders, so there is no per-minute charge. When a device can't run WebGPU, the same link can fall back to cloud streaming.

What would streaming cost your game? How we compare

One link picks how the game runs when it launches.
ModeWhat rendersRendering cost
In the browserWebGPU, on the player's own graphics card$0 per minute
Hybrid (early access)The browser and a cloud GPU share the workPer minute, for the cloud share
Cloud streamingA cloud GPU renders and sends video, for devices without WebGPUPer minute

For scale: AWS GameLift Streams lists $0.16 to $1.82 per stream-hour, and metered pixel streaming hosts list from $1.50 to €9 an hour plus plan fees. Prices read 2026-10-09; sources are on the cost page.

Bringing Unreal to the web since 2020.

Running Unreal in a browser took rebuilding the hard parts: the graphics layer for WebGPU, every shader translated to the browser's shading language, the engine packed into browser memory, streaming in place of a hard drive, and multiplayer without UDP.

Wonder Interactive is an Epic MegaGrant recipient, and thousands of developers have signed up to ship with us.

About the team

GameTS, in preview

Write Unreal gameplay in TypeScript. The same code runs in the browser, on the multiplayer server and in the editor.

GameGhost

Where players find games that run in the browser. Free to play, nothing to install, and no account needed to start.

Visit gameghost.gg

Your game could be a link.

Start free and send Strata your project. Pay when you need more builds, more seats or cloud streaming.

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