iliad

How it works

The SDK sits in your build. The demo runs on our servers and streams into your game.

It's a surface you place inside the game that runs the connection; we manage everything else. When a player chooses a demo, we start it on our infrastructure and stream the play into the host. Nothing downloads, and the host keeps running.

Player’s machineiliad’s serversPublisher’s dashboardSDK surfaceOrchestrationChecks the player’s connectionand a free instance, thenlaunches the buildPromoted buildYour playable slice, running ona GPU instanceStreamBuild and campaignUpload once; set the cap, pause,choose what’s offered
Player’s machine
The host game with a streamed demo playing inside its SDK surfaceSDK surface
iliad’s servers
OrchestrationChecks the player’s connection and a free instance, then launches the build
Promoted buildYour playable slice, running on a GPU instance
Publisher’s dashboard
Build and campaignUpload once; set the cap, pause, choose what’s offered

Host frame is real: a streamed demo playing inside Space Combat. Servers and dashboard are drawn. Not to scale.

An SDK in the release build, a placement, and a demo build that runs on our servers.

For producers and technical leads. Scoped per title.

In the host build
The iliad SDK, in a Unity or Unreal release build for a PC title. It's a lightweight plugin: all it does is pull up the surface and stream the content in. Unity and Unreal are straightforward; a custom engine needs a separate conversation.
A placement
Where the tile sits. A menu tile in the showcase; in-world placements are agreed per title.
The promoted build
A playable slice of the game you're introducing, uploaded once through the dashboard. It stays on our servers and can run in any of your campaigns. We check it runs well before it goes live; a self-contained slice with no sign-in tends to work best.
Party, lobby and voice
If your menu is where parties form, how a streamed session interacts with party and voice state is worked through and tested for your title before launch.
Your release calendar
The SDK ships with a release build. What's offered can change afterwards without a host patch; changing placement, inputs or SDK version may need one.

Where the tile can sit

Host game menu with three numbered tile positions marked123
  1. 1Bottom right00:00.0
  2. 2Top of the demos list00:01.8
  3. 3Top right00:03.0
  4. 4In-world placement: the stream on a surface inside gameplayIn-worldseparate frame

Solid: the tile in this frame. Dashed: where it sat at 00:01.8 and 00:03.0.

Real frames; marks are drawn. Each host offers its own positions.

A menu tile needs the least creative problem-solving and is the quickest way to learn how the tech fits your title and how players respond. In-world placements are agreed per title once the menu tile has shown you how players behave.

One of our engineers installs the SDK into a Unity project, recorded start to finish

8 minutes, on YouTube, January 2026

An engineer on camera beside a Unity editor window during the SDK walkthrough

One installation into one project. Your title will differ, and we scope it with your engineers first.

What the player sees when something changes.

SituationWhat happensToday, or per deployment
The connection isn't good enoughThe tile isn't shown. The player sees their normal menu.Today
You pause the campaignNew sessions stop. Players already playing finish; nobody is kicked mid-game. Removal of the tile from every host isn't instant.Today
The limit is reachedPlayers beyond it don't see the tile.Today
The player finishes the demoOne button returns them to the host menu they came from.Today
The player chooses the store linkThey leave the host for the store. It's the only point at which they leave.Today
A connection drops mid-sessionWorked through and tested for each deployment. We don't yet promise one behaviour for every game, and that includes how such a session is counted.Per deployment

The questions we work through with your engineers, and the limits as they stand today.

Updated October 2026

The engineer conversation

Engine and runtime
Your engine version, what the SDK does at runtime, and what it costs the host while a stream runs.
Overlay, anti-cheat, fullscreen
How the surface behaves with each, and whether the SDK can ship dormant and be switched on later.
Input
How controller and keyboard input reach the stream.
Telemetry
What the SDK sends, and to whom.

Limits today

Console
Coming. Host games are on PC today. The demos are PC builds streamed from our cloud, which is how StageTime shows them inside VR.
Store attribution
Varies by store and setup. We agree the source and method before launch.
Deeper analytics
Level-by-level events inside the demo need extra instrumentation.

What's counted, and where it comes from