Cloud Gaming

52.3676° N, 4.9041° E — Amsterdam, Netherlands

We moved the gaming PC into a data centre, twelve milliseconds from your living room

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.

2019 Founded in Amsterdam
6 European edge regions
4 Connected platforms
7 yrs Running our own hardware
Our story

It started with a complaint about twenty milliseconds

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.

  1. 2019

    A shared desk in Amsterdam-Noord

    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.

  2. 2020

    One rack, eight GPUs

    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.

  3. 2021

    Closed beta

    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.

  4. 2022

    Public launch

    RocketGame opened to everyone in the Benelux region. Same principle as today: bring your own library, we bring the machine.

  5. 2023

    Four platforms, one library

    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.

  6. 2024

    Out to the edge

    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.

  7. 2025

    Off the desk

    Clients for TV, tablets and phones shipped, together with a control layer that maps a gamepad onto games that were never designed for one.

  8. 2026

    Where we are now

    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
Why the Netherlands

Amsterdam is one of the shortest routes into Europe

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.

Route from Amsterdam Round trip
  • Amsterdam 4 ms
  • Brussels 7 ms
  • London 9 ms
  • Frankfurt 12 ms
  • Paris 13 ms
  • Berlin 17 ms
  • Warsaw 25 ms
  • Stockholm 27 ms

Typical network round-trip times from our Amsterdam origin over fixed broadband. Your own result depends on your provider and connection.

Infrastructure

What sits between you and the game

We operate our own servers rather than reselling capacity, so every part of the chain can be tuned as one system.

Servers
Dedicated GPU machines, one session at a time A session is never shared with another player. When you close it, the machine is wiped and reset before anyone else uses it.
Video
Hardware encoding in AV1 and HEVC Up to 1440p at 120 frames per second, or 4K at 60. The stream adapts to your connection rather than stopping to buffer.
Network
Direct peering from AMS-IX Six edge regions: Amsterdam, Frankfurt, Paris, London, Warsaw and Stockholm. You are connected to the closest one with free capacity.
Controls
Gamepad, keyboard and mouse, touch Input is sent on its own low-latency channel. Games without controller support can be mapped through our emulated layout.
Accounts
Sign in on the platform, not with us Steam, Epic Games, Xbox and PlayStation authentication runs through their official pages. We never receive or store your platform password.
Power
Wind-powered facilities, free cooling Our Dutch sites run on renewable contracts and use outside air for cooling through most of the year.
How we work

Four decisions we do not revisit

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.

Latency is a feature, not a footnote

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.

No hardware upgrade required

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.

Plain pricing

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.

The company

A small team, mostly within cycling distance of the servers

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.

Play on the device you already own

Open the library, connect a platform and start a session. Nothing to install.

Choose a plan