Your library stays yours
We are not a storefront and we do not want to become one. You connect the accounts you already have, and if you leave, your games stay where you bought them.
52.3676° N, 4.9041° E — Amsterdam, Netherlands
RocketGame is a cloud gaming service built and operated from Amsterdam. We run the graphics cards, the encoders and the network. You get a browser tab, a controller and the games you already own.
RocketGame was founded by three video infrastructure engineers who had spent years building live streaming systems. Cloud gaming already existed. It just felt wrong to play — and they could measure exactly why.
We started measuring instead of guessing. Frame after frame, the delay was not in the graphics card. It was in encoding and in the route to the player. That became the problem we wanted to work on.
Our first servers went into a data centre in the Port of Amsterdam. The internal alpha ran for eleven months and was played almost entirely by friends and family who were told to complain loudly.
Four hundred testers across the Netherlands and Belgium played on hardware they never saw. The feedback shaped the two things we still care about most: input latency and a session that starts in seconds.
RocketGame opened to everyone in the Benelux region. Same principle as today: bring your own library, we bring the machine.
Steam, Epic Games, Xbox and PlayStation accounts became connectable through their official sign-in pages. Your games appear in one list instead of four launchers.
Server capacity went live in Frankfurt, Paris, London, Warsaw and Stockholm. Amsterdam stayed the origin and the place where every new build is tested first.
Clients for TV, tablets and phones shipped, together with a control layer that maps a gamepad onto games that were never designed for one.
Still headquartered in Amsterdam, still running our own hardware rather than renting anonymous capacity. Next on the map: southern Europe.
A game should not ask what you can afford. It should ask what you want to play.RocketGame — founding principle, 2019
We did not choose the Netherlands for the view. Amsterdam hosts AMS-IX, one of the largest internet exchanges in the world, which lets us peer directly with the networks our players actually use instead of handing traffic to intermediaries.
For cloud gaming that difference is not academic. Every unnecessary hop adds delay you feel in your hands. Sitting at the exchange removes several of them for most of Western Europe.
Two other things keep us here. Dutch and EU law gives our players a clear, enforceable framework for how their data is handled. And the local grid and climate let our data centres run largely on wind power with free cooling for most of the year.
Typical network round-trip times from our Amsterdam origin over fixed broadband. Your own result depends on your provider and connection.
We operate our own servers rather than reselling capacity, so every part of the chain can be tuned as one system.
We are not a storefront and we do not want to become one. You connect the accounts you already have, and if you leave, your games stay where you bought them.
Every release is measured end to end before it ships. If a change makes the game feel slower to play, it does not go out, however good it looks on paper.
A new release should not force you to replace a laptop that works. The device in front of you is the screen, not the limit.
One plan, one price, no queue you can pay to skip. If we cannot serve a region well yet, we say so instead of selling into it.
RocketGame is an independent Dutch company. Engineering, support and operations all sit in the Amsterdam office, which means the people answering your ticket can walk over to the people who wrote the code.
Open the library, connect a platform and start a session. Nothing to install.