The old funnel
A player clicks your ad, lands on a store page, reads screenshots, starts a multi-gigabyte download, waits, and maybe plays. Most never arrive.
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Games Developer Spaces NAT Check File Transfer Latency TestGAMESPACE · FOR GAME DEVELOPERS
Gamespace is a cloud demo platform for game developers. Run your build on your own Windows machines and get a playable link your players open and play in seconds, no download. Drop that link into any ad, post, or store page.
The game runs on infrastructure you control. You own the demo experience, end to end.
P2P first for low latency, with relays on every edge region so players get in even behind strict networks.
See where players drop: link clicked, game loaded, played, clicked your store.
Every redirect, store page, and download between your ad and your gameplay costs you players.
A player clicks your ad, lands on a store page, reads screenshots, starts a multi-gigabyte download, waits, and maybe plays. Most never arrive.
A player clicks your ad and is in your game in seconds, streamed from your host. The store visit happens after they are already hooked.
Register your game and you instantly get a campaign link. Make more later, one per channel for clean attribution.
Point your YiLink hosts at the edge region your players are in.
Drop the link into your own ads, posts, and store pages. It's your audience, your link.
A player clicks. If a host is free they're playing in seconds; if not, they're silently redirected to a target you set.
Why playable links win, how developers set up a host, and what happens the moment a player clicks.
Every session reports a clean event chain, so you can see exactly where players drop off.
A public page for your studio lists every game in your space. Optional per-game passwords keep builds private.
P2P first for the lowest latency, with per-edge relays as fallback. App-only sharing keeps the host OS and other windows invisible.
Your subscription is a pool of concurrent hosts. Add temporary expansion packs when a launch or beta spikes demand.
One playable link covers the whole journey — test it, share it, then put it in ads. It doesn't care where you post it.
No installers to send, and nothing to leak — the build never leaves your machines. Testers get a link, not a file, and you decide who can open it: per-game passwords, session length, and an end-of-demo redirect. One link, straight to your test players.
Your game becomes one click from playing — no store gate, no download step in between. If you can paste a link, you can put your game there.