Jochona

Your games are already on your PC.

Jochona gets you to them from the couch, the desk, or a Steam Deck. The stream runs over your own network, and nothing sits in the middle that you don't own. It's a streaming client for the Sunshine, Apollo, and Vibepollo hosts you already run.

In active development · no tagged release yet

A connection from your device to your host PC A single straight signal line joins a handheld device to a host computer over your own LAN or a private overlay. LAN / PRIVATE OVERLAY YOUR NETWORK YOUR DEVICE Windows · macOS · Linux · Deck YOUR HOST Sunshine · Apollo · Vibepollo YOUR HOST Sunshine · Apollo · Vibepollo
Direct by default Never through a server you don't run

No account to create

Nothing in the middle you don't own

Knows what your host can do

Works from a controller

The whole route is yours.

There are only three pieces: the screen in your hands, the network in your house, and the PC doing the heavy lifting. Jochona keeps them talking directly and stays out of the way.

Your device

Windows, macOS, Linux, a Steam Deck, or a Windows handheld like the ROG Ally. Everything works from a controller on the couch; a keyboard is welcome, never required.

DESK · COUCH · HANDHELD

Your network

Stay on your LAN, or reach home through Tailscale, NetBird, or ZeroTier. The stream itself is happy on any of them; discovery and wake are choosier. The path table below shows exactly what each route carries.

LAN · TAILSCALE · NETBIRD · ZEROTIER

Your host

Sunshine, Apollo, or Vibepollo. Jochona asks the host what it can actually do and shows you those controls, instead of guessing from a version number.

CAPABILITY-AWARE

Every road home works. They carry different things.

Streaming is just packets between two machines you own, so it survives any route. Finding hosts and waking them are pickier, because they depend on what the network can carry.

What each network path supports
PathStreamingFinding hostsWaking a sleeping PC
Same LAN Direct. The lowest-latency path there is. Automatic. Hosts announce themselves over mDNS. Yes. Wake-on-LAN magic packets just work.
Tailscale · NetBird Great. An encrypted WireGuard tunnel, straight to your host. Manual entry. The tunnel doesn't carry the mDNS multicast that discovery listens for. Once you've paired a Beacon, the Client fetches its authenticated host list directly over the tunnel's IP path instead. No. These are layer-3 networks, and the wake packet is a layer-2 broadcast. Beacon exists to close exactly this gap.
ZeroTier Great. Encrypted, and direct wherever the network allows. Works. The overlay behaves like a LAN, broadcast included. With setup. A sleeping PC drops off the overlay, so the packet needs a bridge you configure on the LAN side. Beacon does the same job without the bridging homework.
Direct internet Works when you deliberately open a path to your host. Manual entry. Same story: no multicast, but a paired Beacon's host list is still one authenticated request away over the open path. With setup. Nothing along the way delivers a broadcast on its own, but a request to a reachable Beacon still triggers the LAN-side wake.

One overlay gotcha Jochona already handles: pairing over Tailscale can cache the tunnel's MAC address instead of your PC's real one, which quietly breaks wake even at home. The Client stores that MAC as a visible, editable override you can fix yourself.

It isn't that nothing sits in the middle. It's that you can own all of it.

Identity, power control, trusted access, remote wake, and difficult routes all remain owner problems. Jochona plans self-hosted pieces for that work. Client, Host, and Beacon are in development; Constellation is planned.

  • Jochona Client

    IN DEVELOPMENT · CI BUILDS

    The screen side, and the software this site is about. Controller-first streaming for the Sunshine, Apollo, and Vibepollo hosts you already run.

  • Jochona Host

    IN DEVELOPMENT

    A Sunshine-derived host for the PC doing the work. Baseline GameStream stays untouched, so any Moonlight-family client still connects.

  • Jochona Constellation

    PLANNED

    The planned management plane for one owner-controlled Organization. Its first experimental slice will register existing Proxmox QEMU gaming VMs, show separate power, Host, Session, and route evidence, and start or gracefully stop each VM. A stopped VM can still incur storage, backup, network, license, or hardware costs. Later slices add Beacon wake, Owner-approved friend Grants, and an allocation-bound Relay that cannot grant access.

  • Jochona Beacon

    IN DEVELOPMENT

    A small always-on box on your home LAN, and the network's town crier. Overlays like Tailscale can't carry the wake broadcast from far away, so Beacon sends the magic packet for you, watches your host come up, and reports what it sees to paired Clients. It's a real, open-source Linux daemon today at github.com/Jochona/jochona-beacon; Constellation's own Beacon enrollment, Wake Tickets, and fleet view are still planned.

Different tools solve different parts of the problem.

Jochona begins with Moonlight's proven stream, not a claim that everyone else got it wrong. The difference is how much of the journey becomes one system you can own.

Jochona compared with Moonlight and Sunshine, Vibepollo, and Steam Remote Play
What matters Jochona CLIENT IN DEV · PLANE PLANNED Moonlight + Sunshine SHIPPING · COMMUNITY Vibepollo + Moonlight SHIPPING · ACTIVE FORK Steam Remote Play SHIPPING · VALVE
Today Development builds. The client is real; Jochona Host and Jochona Beacon are in development; Constellation is planned. Released and established. Separate community client and host projects with a long operating history. Released and active. A fast-moving Apollo and Sunshine host fork. Released and integrated. Part of Steam and the Steam Link ecosystem.
Ownership Open source throughout. Client and Host use GPL-3.0, Beacon is dual MIT/Apache-2.0, and planned Constellation uses AGPL-3.0. No required Jochona account. GPL-3.0 on both sides. No vendor account; local host setup and pairing. GPL-3.0 host. Local session auth and scoped API tokens; pair it with a Moonlight-family client. Proprietary. Steam-account-centered, with guest invitations for Remote Play Together.
Devices Desktop and handheld first. Windows, macOS, Linux, and Steam Deck clients; Sunshine, Apollo, and Vibepollo hosts. The broadest reach here. Sunshine hosts the major desktop OSes; Moonlight spans desktop, mobile, TV, SBC, and community ports. Windows-first host automation. Client reach comes from the Moonlight ecosystem. Steam host, broad Steam Link clients. Desktop, mobile, TV, Raspberry Pi, and Meta Quest.
Library One library is a 1.0 target. Merge games across paired hosts, then keep per-game streaming profiles. Per host. Each paired machine presents its own applications; consolidation is up to you. Playnite-aware. Sync games and artwork, then launch and terminate them cleanly from the host. Steam-native. Your library is already there; Remote Play Together is available on supported games.
Display + tuning Capability-aware. Show only controls a host supports; per-game profiles and certified 4K 120 Hz HDR/AV1 paths are 1.0 targets. Deep and proven. Resolution, HDR, codecs, and controllers span client and host, with tuning split between them. The specialist. Bundled virtual display, display recovery, WGC, RTSS frame pacing, and frame-generation fixes. Complexity hidden. Tuned defaults and controller layouts favor quick setup over host-level control.
Fleet + VM power Planned, Proxmox first. Register existing QEMU gaming VMs, start them on demand, and stop them gracefully after an idle grace. Provisioning is outside the first slice, and stopped VMs can retain costs. Bring your own orchestration. It can stream from a cloud gaming server; VM lifecycle and cross-host state live elsewhere. Excellent per host. Cross-host fleet state and cloud-provider lifecycle live elsewhere. Outside Remote Play's job. It streams from computers running Steam, not a provisioned VM fleet.
Friends Planned, Owner-approved access. Signed one-use invitations and scoped Grants without a global Jochona account. Device-to-host pairing. Friend identity, invitations, and revocation are DIY. Host-local policy. Session auth and scoped tokens help automation; friend access remains your setup. Best integrated today. Friends List and Remote Play Together share controllers, keyboard, mouse, audio, and voice.
Beyond the LAN Direct first. Beacon already closes the LAN-broadcast gap; Constellation's own Beacon integration is the second planned slice. A separate, allocation-bound Constellation Relay role is the last-resort path. Your route, your setup. Port forwarding, IPv6, or an SDN/VPN; discovery and wake depend on the network. The same GameStream routes. Host recovery is rich; network path, remote discovery, and wake remain your setup. Inside Steam's ecosystem. Valve handles the connection experience; there is no self-hosted management plane.
Pick it when You want the DIY stack to become one ownable system and accept that its management plane is still roadmap. You want the established open-source baseline now with the widest client choice. You want the most automated Windows host here, especially for headless and display-sensitive setups. Your games live in Steam and instant setup or couch co-op matters more than self-hosting.

Feature scope checked 28 August 2026 against the official pages for Moonlight, Sunshine, Vibepollo, and Steam Remote Play. No latency ranking: Jochona has no tagged release or public benchmark yet.

Nothing in the middle you don't own.

Today that promise is easy to audit: there is no Jochona-operated account or relay, and no server sits anywhere in your stream's path. Beacon already runs today, self-hosted on your own hardware, and never touches the stream itself; Constellation is the piece still ahead.

Your pairings stay on your device. Credentials already live in the vault your operating system guards, never a config file, never plain text.

macOS
Keychain
Windows
DPAPI
Linux
libsecret
  • Good defaults, visible controls.

    Sensible settings arrive ready, and every one of them stays reachable when you want something different.

  • Built to recover, not just fail.

    When something breaks, diagnostics name the likely cause and point at the next useful step, not just an error code.

Builds for the machines you already own.

Windows

11 · x64 · ROG Ally

macOS

14+ · Apple Silicon

Linux

x86-64 · AppImage

Steam Deck

Handheld · docked

CONTROLLER-FIRST · XBOX · DUALSHOCK 4 · DUALSENSE · STEAM DECK · ROG ALLY

Where this is headed.

By 1.0

A tagged, downloadable release for Client, Host, Display Adapter, and Beacon — the unified library, per-game streaming profiles, and controller-first shell already run in today's Milestone 2 builds; 1.0 is about shipping installable binaries for them (unsigned for now), not building them.

Planned for later

The rest of the lineup. Constellation is the planned owner-hosted management plane: remote wake, trusted-friend access, owner-run Proxmox VM fleets, and a last-resort relay for the rare path that can't go direct. Beacon already wakes hosts your overlay can't reach; Constellation's own Beacon enrollment and fleet view are what's still ahead. All of it stays open source and self-hostable, and a Jochona account never becomes mandatory.

Help shape it before 1.0.

Jochona hasn't tagged a release yet, but the release pipelines are built and ready — binaries will land on each repo's Releases page the moment a version is tagged. Until then, watch the repositories, read the code, or grab a fresh CI build and tell us what breaks.