walter.ggalpha
2 min readTeam Walter

Tested before it goes live

A big catalogue is easy. We do it the other way around: every game gets played on real devices before it reaches the site.

A big number on the homepage is easy. Thousands of games, most of them a coin flip when you actually press play.

We do it the other way around.

The lab comes first

Every game goes through the lab before it reaches the site. We boot it on Walter's rigs, play it, and check it on the screens people actually use: the phone, the laptop, the PC and the TV. We map the controls and watch the frame timing. When it holds up, it goes live.

That is why the list starts small and grows with titles that earned the spot. Counter-Strike 2 cleared it first.

What a game has to survive

  • A real session, per device. Not a boot test. Menus, matchmaking, an actual round. A game that shines on PC gets its own pass on a phone, because touch, thumbsticks and a mouse are three different games.
  • Frame timing under load. Average FPS lies. We watch for the stutters and spikes your hands feel even when the counter says 60.
  • Controls that make sense. Where a mapping is awkward, we fix it or we label it. You should know before you press play whether the couch or the desk is the right seat for a title.
  • Sign-in and saves. For Steam titles you sign in to your own account inside the stream, so your progress lands where it already lives. We run that flow the way a first-timer would hit it.

Why bother

Because one broken first session costs more than ten missing games. Cloud gaming's reputation problem was never the concept. It was pressing play and getting mush. So the bar is simple: if we would not happily play a game on a device ourselves tonight, it does not ship on that device.

We would rather show you ten games that play beautifully than a thousand that gamble with your evening.

When a new one clears the lab, we write it up here.

The alpha is live

Drop your email and press play. Free while the alpha runs.

Play for free