A moment is game state, not a video of one

Ludeo creates playable moments at the engine level. What a player opens is the studio's real build, restored to an exact point in the game and streamed to their browser. It is not a video, not a low-poly rebuild, and not a cloud stream that drops you at a main menu.

Read the docs

The full technical write-up lands on this page soon. Below is the shape of it.

Starts as

The studio's own build, running.

Not a capture of it, and not a copy prepared for the web. The executable the studio ships.

Company of Heroes 3, the Italian front, running in the studio's own build

Captured as

Game state the engine can restore.

A moment records the point, not the pixels, which is why it can be played rather than watched.

Engineagnostic Assetsthe shipped ones IP retained100%

Arrives as

A browser tab, streamed.

Same frame, same game, no download and no install. A desktop browser and a stable connection.

ludeo.com/play
The same Company of Heroes 3 moment, now playing in a browser tab

What actually happens when someone opens a Ludeo

Three steps in order, then the property that makes them work on more than one engine. The third step is the one people do not expect.

Capture at the engine level

A moment is recorded from inside the running game, as state the engine can restore, rather than as frames. That is why it can be played rather than watched, and why 100% of the game's IP is preserved.

Restore into the real build

Opening a moment starts the studio's own executable and puts the player at the captured point, with the same assets, the same physics and the same code paths the shipped game runs. Nothing is rebuilt or approximated for the web.

Stream to a browser

The session runs on a machine near the player and arrives as a stream, so there is no download, no install and no launcher. It needs a desktop browser and a stable connection rather than a fast machine, because a real PC game is running at the other end.

Engine agnostic

Ludeo is engine agnostic. What it needs from a game is the ability to record and restore state, not a particular engine or a particular version of one, which is why most PC titles are candidates. How a studio wires that up is a separate question, and it lives on For Studios and in the docs.

What the full write-up will cover

The questions engineers ask on the first call. Each becomes a section here.

The capture format

What a moment is on disk, what the engine has to expose for one to be taken, and what determines whether a given scene can be captured cleanly.

Determinism and restore

How a captured state is replayed identically across sessions, and what happens to systems that are not deterministic by default.

The streaming layer

Where sessions run, how a player is matched to a machine, and the latency budget that decides whether a moment feels like the game or like a stream of it.

IP and isolation

Where the build lives, what leaves the studio's environment, and the boundaries the SDK is built to hold. The License Agreement is the binding version of this.

Building on Ludeo now? The integration reference is already written. Go to the docs

Want the detail before the page has it?

Read the docs