Requiem
A cloud gaming platform built for the moment between your thumb and the screen.
Most streaming services were built for video, then adapted for games. Requiem was built the other way around — on a UDP-first streaming pipeline with a WebSocket control channel underneath, so the only thing standing between you and the game is the speed of light.
One email when we launch. Nothing else, ever.
Two protocols, one pipeline
Traditional cloud streaming treats your session like a video call: every dropped packet has to come back before the picture continues. Requiem treats it like a live broadcast.
Video, audio, and input all ride over raw UDP datagrams — there's no handshake to wait for and no retransmission queue to get stuck behind. If a packet doesn't arrive in time, it's simply skipped and reconstructed from the packets around it.
Underneath that, a lightweight WebSocket control channel handles everything that actually needs to be reliable: session state, matchmaking, save data, and reconnects. It's the part of the system that remembers who you are and what you were doing, even when the network underneath changes completely.
The result is a pipeline where the parts that need to be instant are allowed to be lossy, and the parts that need to be reliable are kept small and resilient. Neither one has to compromise for the other.
Video and input never block on retransmission. A missed frame is skipped, not waited for.
Session state survives network switches, sleep, and brief disconnects without dropping you.
Forward error correction rebuilds lost packets locally — no extra round trip required.
Sessions connect to the nearest available node automatically, and can migrate mid-session.
Built for the way you actually play
None of this matters if it doesn't change how a session feels. Here's what that pipeline translates to once you're actually holding a controller.
Feels instant
Input is prioritized over picture quality. If something has to wait a frame, it's never your button press.
Survives bad networks
Switch from Wi-Fi to mobile data mid-session without losing your spot — the control channel keeps your session alive while the stream reconnects underneath.
Runs in the browser
No client to install, no drivers to update. Open a tab and you're playing — on a laptop, a tablet, or a TV.
Honest queueing
No "priority access" tiers that push you behind paying players. Everyone waits in the same line, in the order they arrived.
Scales with your screen
Resolution and bitrate adjust automatically, frame by frame, instead of dropping to a fixed "low quality" mode.
Built by players
Every decision started from the same question: would this make the game feel worse? If yes, we found another way.
How Requiem compares
We didn't want to be "another" cloud gaming option with a different logo. Here's where the difference actually shows up in day-to-day use.
| Requiem | Traditional cloud streaming | |
|---|---|---|
| Transport | UDP-first stream, WebSocket control channel | TCP-based video delivery |
| Lost packets | Skipped and rebuilt with forward error correction | Re-requested, often causing visible stutter |
| Switching networks | Session persists through the WebSocket channel | Usually disconnects and reconnects from scratch |
| Input priority | Input is never queued behind video | Shares the same pipeline and queue as video |
| Access model | Single fair queue for everyone | Paid priority tiers are common |
The road to launch
We're rolling Requiem out in three phases, each one focused on proving the pipeline holds up under real conditions before opening the doors wider.
Closed alpha
A small group of testers stress-testing the transport layer across real-world networks — including the bad ones. This is where the UDP pipeline and WebSocket reconnection logic get hardened.
Open beta
Wider access, an expanded game library, and the first public look at adaptive streaming and session migration in action. Feedback from this phase shapes the final pricing and access model.
Launch
Requiem opens to everyone. Same fair queue, same pipeline, just more of it — and a steady stream of improvements based on everything learned along the way.
Questions, answered
When is Requiem launching?
We're not locking in a date yet — we'd rather ship something that feels right than rush a number. Sign up above and you'll be the first to know when each phase opens.
What do I need to play?
A modern browser and a network connection. Requiem's client runs entirely in-browser over WebSocket and UDP, so there's nothing to install and nothing to keep updated.
Will there be a free tier?
Yes — some form of free access is part of the plan from day one. The exact shape of it will depend on what we learn during the beta, but a single fair queue for everyone is non-negotiable.
Which devices will be supported?
Anything with a modern browser: laptops, desktops, tablets, and most smart TVs. Mobile support is on the roadmap as the streaming pipeline gets tuned further for cellular networks.
How is this different from other cloud gaming services?
Most existing services were adapted from video-streaming infrastructure built for one-way playback. Requiem was designed around the transport layer first — UDP for the data that can't afford to wait, WebSocket for the state that has to be reliable — with everything else built on top of that decision.