A cloud-native console for any screen — 4K · 120fps, sub-14ms latency, pay-as-you-play.
LumaPlay streams 10+ AAA, indie, and retro games from edge GPU pods to phones, tablets, TVs, and laptops. Built entirely in-house: brand, marketing site, streaming infra, billing, catalog UX, and dashboard.
Games · AAA, indie, retro
Edge GPU pods, globally
Median round-trip
Flat · credits never expire
Real screens from lumaplay.online.
A console without the console.
Cloud gaming had a credibility problem: subscriptions, region-locked libraries, fan-noise on the user's end, and pricing that felt punishing if you only played on weekends.
LumaPlay was the answer I wanted to play on. Buy credits like arcade tokens, top up when you play, ghost when you don't. Bring your own library — Steam, Epic, GOG. Play on whatever screen is in front of you, no install, no patch night.
Our team designed it, built it, shipped it, and runs it.
At a glance
- ROLE
- Designer · engineer · operator
- TIMELINE
- 7 months · Aug 2025 → live
- TEAM
- SutraCore in-house team
- SURFACES
- Web app · marketing site · billing · admin
- STATUS
- ● Live in production
- STACK
- Next.js 16TypeScriptPostgresRedisWebRTCWebCodecsEdge GPU podsStripeR2 / CDNTailwind
Four products, one repo, one team.
Cloud gaming is more than a player UI. LumaPlay is four surfaces that have to behave like one — every part of which we built by hand.
Edge streaming pipeline
WebRTC + low-latency video pipeline that routes pixels from regional GPU pods to the nearest player. Sub-14ms median round-trip on real connections, including hotel WiFi.
Credit-based billing
Stripe metered checkout with non-expiring top-ups. The internal ledger is its own subsystem so a 6-hour ranked session bills exactly the same on the 1st of the month or the 30th.
Catalog & library UX
10+ titles, search, genre filters, "live now" counts, and one-click play that mounts the user's Steam / Epic / GOG / Ubisoft / EA library inside the session.
Marketing & brand
The look you see at lumaplay.online — copy, type system, gradients, hero loop, FAQ, and the entire visual system — all part of the same in-house build.
Most played right now
Median session latency
90-day trailing, all regions. Goal: keep this number below 16ms.
Daily active sessions
From 12 closed beta users to today.
Build timeline
- Aug 2025Week 0–4 · Streaming prototype
Single GPU pod, single tester, one game. Goal: prove the latency budget is achievable on consumer browsers.
- Sep 2025Week 5–10 · Brand & site
Designed the LumaPlay identity, marketing site, and credit-pricing model. Closed beta opened to 50 users.
- Nov 2025Week 11–18 · Catalog & billing
Library scaffold, Stripe metered checkout, credit ledger, store-link OAuth (Steam, Epic, GOG, Ubisoft, EA).
- Feb 2026Week 19–24 · Multi-region
Rolled out from 3 → 14 edge regions. Sub-14ms median achieved on real-world connections.
- May 2026Live · 5 concurrent
Public launch. Scaling steadily, run-rate revenue covers infra costs every week.
From single-pod prototype to a profitable run-rate, self-funded.
Achieved 11.8ms median against a 25ms goal — measured on real consumer connections, not lab.
From 12 closed-beta sessions to ~850 concurrent peak, no paid acquisition spend.
Self-funded. Infra costs covered by credit revenue inside the first two months of public launch.
“Played a 6-hour ranked session on hotel WiFi. Lobby never flagged me. The credits ran me $3.60.”
See it running. Press play.
10+ games, no install, 5 credits an hour. Top-ups never expire.




