SOFTWARE · RELEASE DAY DELIVERY

CDN for Software Companies

Installers, patches and game builds, served from the edge on release day instead of from your build server.

From $5/TB down to $2.50/TB, so 100 TB of downloads is about $415 a month · 14-day testing period on real traffic · $25 monthly minimum waived · Engineer reply within 3 business hours

50 GB
Per file, with no size surcharge
Under 3%
Of demand reaches your origin
96%+
Average cache hit ratio
Pdfforge
Sony logo
Cityspark
xTool logo
Avanquest logo

Results from teams on BlazingCDN

Three delivery cases from our knowledge base, with the full write-ups one click away.

Software company · installers

98%+ cache hit within 90 minutes of a major release

2 GB installers served from nearby edge nodes worldwide, with resumable downloads and origin load staying flat during peak download windows.

Game studio · patches

Under 3% of patch-day requests reach the origin

A 15 GB patch requested at the same time in Tokyo, Los Angeles, Frankfurt and São Paulo, with cache hit above 97% in the first hour.

OTT provider · VOD

97%+ segment cache hit for VOD

Short TTLs for manifests, long TTLs for segments, and steady segment delivery across every bitrate tier in the ABR ladder.

What 100 TB of downloads costs

Progressive tiers work like tax brackets: each rate applies only to the traffic inside its range. Requests, HTTPS, custom domains and origin shield are included, and the rate is the same in Europe, Asia and America.
TIER 01

First 5 TB

$5.00 per TB
TIER 02

5 to 25 TB

$4.50 per TB
TIER 03

25 to 100 TB

$4.00 per TB
100 TB a month works out at $415
Each tier is billed only on the traffic inside it, so the tiers add up rather than replace each other. 25 TB is about $115, 500 TB is about $1,815, and above 500 TB a month we quote it for you.

Four ways software gets shipped

Same network, same rate. What changes is the shape of the release and where the load lands.

SaaS platforms with 24/7 patch delivery

Small, frequent updates that have to reach every tenant at once. They sit at the edge, so a rolling patch does not turn into an origin spike.

Game launchers and versioning

Multi-GB builds and delta patches with a hard release hour. Range requests keep downloads resumable, and concurrent misses collapse into one origin fetch.

DevOps CI/CD and nightly builds

Artifacts published straight from the pipeline through the API, purged network-wide in seconds, with cache warming before a release goes public.

Installer vendors and app catalogues

Full installers, disk images and asset packs up to 50 GB per file, on the same pull cache and the same progressive tiers, with no size surcharge.
RELEASE DAY

What happens the hour a release goes live

Four things that happen to every software vendor at the same moment. Here is what the edge does in each one.

Ten thousand people pull a cold file

Concurrent misses collapse into one origin fetch. Your build server answers once, the edge fans the file out to everyone else.

The download is 4 GB and the line drops

Full range-request support, so clients resume where they stopped and fetch chunks in parallel instead of starting the installer over.

You want the cache warm before launch

Push a list of URLs through the API and the files are in position before the announcement goes out, not after the first thousand users arrive.

A patch ships the wrong binary

Purge across the whole network in seconds, then re-warm from the same API call, without waiting for a TTL to expire.

Test CDN Speed Across Top Regions

Speed data measured June 2026
Avg. Download Speed
Latency
Test link
Europe
Download Speed
1.12Gb/s
Latency
27 ms
Test link​
Asia
Download Speed
761Mb/s
Latency
47 ms
Test link​
North America
Download Speed
1.11 Gb/s
Latency
24 ms
Test link​
*Download speed and latency may vary depending on the quality of your network connection.

Keeping paid builds paid

Licence logic stays in your application. What the CDN can do is make the download link useless to anyone it was not issued for.

Signed links

Request filters

Transport and indexing

				
					{
  "pull_zone": {
    "name": "string",
    "source": "origin",
    "origin": "string",
    "origin_ssl": true,
    "origin_url": "string",
    "bucket_id": "8f7ac8aa-ed2b-4e16-81e0-0766bdb092b8",
    "folder_name": "string",
    "cache_gzipped": true,
    "domain": "string"
  }
}
				
			

24/7 DevOps Escalation

BlazingCDN plugs into the stack you already run: a REST API for zones, cache, certificates and metrics, an official MCP server for AI agents, and a Prometheus endpoint for Grafana or Alertmanager.

Purge and warm up cache from your CI, pull traffic data into your own dashboards, and keep the panel for the rare manual change.

Access product documentation →

Where to go next

Neighbouring scenarios that run on the same network and the same tiers.

Game companies

SaaS and IaaS projects

Global software distribution

Questions buyers ask about a CDN for software delivery

BlazingCDN delivers installers, patches, game builds and nightly binaries from the edge instead of from a build server. Single files up to 50 GB are supported, requests are never billed, and pricing runs from $5 to $2.50 per TB (as of October 2026). For example, 100 TB of downloads costs $415 a month.

BlazingCDN bills 200 TB of software downloads at $765 a month (as of October 2026), across progressive tiers. The first 100 TB cost $415. The next 100 TB fall in the 100 to 500 TB tier at $3.50 per TB, which brings the month to $765. Download requests are never billed, so an updater that checks for new versions millions of times a day adds nothing beyond the bytes delivered.

For example, a 2 GB installer pulled 100,000 times is 200 TB. A download in Seoul costs the same as one in Frankfurt, because BlazingCDN applies no regional multiplier and no setup fee. At that volume enterprise terms are available, since they start from 100 TB a month, and a quote never raises the published price. Billing is pay as you go or monthly, with no long-term contract. Raw logs for download analytics cost $50 per month, while real-time statistics and Prometheus metrics are included.

BlazingCDN absorbs a release by collapsing concurrent cache misses for the same file into a single origin fetch, so ten thousand users pulling a cold installer trigger one request to the build server. Origin shield adds a second layer between the edge and the origin. Across the network, the average cache hit ratio is 96%+.

Teams can warm the cache before launch through the REST API, so the first users already hit cached copies. If a patch ships the wrong binary, a purge by path removes it, and the CI pipeline can trigger that purge automatically. Interrupted downloads resume, which matters for a 4 GB build on a weak line. Delivery speed can also be capped per account, domain or URL. For example, a 15 GB patch can go out over several hours instead of one spike, which keeps peak bandwidth predictable without blocking anyone.

BlazingCDN supports single files up to 50 GB, so a 20 GB or 40 GB game patch is delivered as one object without splitting. Files above 50 GB need to be split into parts or chunked by the launcher. A 50 GB installer bills on the same per TB tiers as a 20 KB icon, starting at $5 per TB and falling to $2.50 per TB (as of October 2026).

Game launchers usually request many chunk files at once, and BlazingCDN never bills requests, so chunked patch formats cost only their bytes. The network runs on NVMe SSD servers, which keeps large-file reads from becoming a disk bottleneck. Measured June 2026 on a 100 MB HTTPS download, throughput reached 1.12 Gb/s in Europe, 1.11 Gb/s in North America and 761 Mb/s in Asia. Patch diffing and version logic stay in the launcher, and BlazingCDN delivers the files the launcher requests.

BlazingCDN onboarding for a download domain takes about one hour with an engineer, and the current CDN keeps serving while the new zone is tested. The engineer creates a pull zone pointed at the existing origin or at Cloud Storage, then issues a temporary hostname for checks. Real installers can be fetched and hashed before any DNS change.

Next, BlazingCDN joins as a second CDN behind DNS with a weighted traffic split. For example, 20% of downloads can move first, or only the patch path for one game. The 14-day testing period runs on that real production traffic, after a KYC check. If numbers look wrong, the weight goes back to zero. Builds stored at the origin never move, so no file migration needs scheduling. For teams that store builds with BlazingCDN instead, Cloud Storage costs $0.015 per GB per month (as of October 2026).

BlazingCDN protects paid builds with HMAC signed URLs that carry an expiry, and each signature can be bound to one client IP or to a limit on IPs per URL. A leaked download link therefore stops working once the expiry passes. For example, a license portal can issue a link valid for 24 hours and tied to the buyer’s address.

Request filters add more control at no extra cost: referrer and user-agent checks, standard and extended cookie checks, and geo allow and block lists. HTTPS can be enforced so insecure requests are refused, and TLS 1.3 is supported. Secrets are managed per resource, so a game and a SaaS client can rotate keys independently. All of these features ship on every plan, with no security tier to buy. BlazingCDN does not sell license key management, so activation and entitlement checks stay in the vendor’s own system.

Up to 60% off for high-volume projects

Volume pricing for 100 TB+ projects.