GAMES · PATCHES AND ASSET PACKS

CDN for Game Companies

Patches, launcher updates and asset packs, served from the edge when the whole player base updates in the same hour.

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 game traffic 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.

What changes on the invoice

Delivery is the boring part. These four lines are where studios notice the difference at the end of the month.

Asia costs the same as the US

One rate across Europe, Asia and America. No regional multipliers, so a player base that shifts east does not move your bill.

Requests are not a line item

Unlimited requests on every plan. A launcher that checks a manifest a million times a day adds nothing beyond the bytes it actually moves.

No surcharge for large files

A 50 GB installer runs through the same progressive tiers as a 20 KB icon. No large-file plan, no per-GB penalty, no separate contract.

$25 a month minimum

No committed volume and no annual minimum. You pay for the traffic you deliver, and the rate per TB drops as the volume grows.

Four shapes of game traffic

Same network, same rate. What changes is how the files move and when everybody asks for them at once.

PC launchers and patch day

Full builds and delta patches with a hard release hour. Concurrent misses for the same file collapse into one origin fetch, so your build server answers once instead of a hundred thousand times.

Mobile builds, APK and OBB

Store packages and expansion files delivered over mobile networks, where the connection drops and the download has to resume instead of starting again from zero.

Alpha and beta builds for testers

Signed links with an expiry and an IP binding, so a build meant for a closed test does not end up on a forum the same evening.

In-game marketplace and player content

Skins, maps, mods and player uploads: small files by the million, cached at the edge and purged network-wide in seconds when something has to go.

Which product carries your game

Everything is on every plan

There is no feature tier and no per-feature fee. The controls below come with the account, whether you deliver 5 TB a month or 500.

On the zone

On the network

On the account

PATCH DAY

What happens the hour the patch drops

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

Everyone updates at once

Concurrent misses for the same file collapse into a single origin fetch. The edge fans that one copy out to the rest of the player base.

A 40 GB build over a bad line

Full range-request support, so the launcher resumes where it stopped and pulls chunks in parallel instead of starting the download again.

You want the patch warm before the announcement

Push the file list through the API and the content is in position before the post goes live, not after the first wave of players arrives.

The wrong build went out

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 builds and paid content locked

Entitlement stays in your backend. What the CDN can do is make a download link useless to anyone it was not issued for.

Signed downloads

Request filters

Transport

GETTING STARTED

Move without a risky migration

Nothing here asks you to switch first and find out afterwards.

Run a 14-day testing period

14 days on real production traffic at $5/TB, with the $25 monthly minimum waived. Point a CNAME, let the cache fill, compare the numbers against your current CDN.

Keep your current CDN running

Put us behind your DNS as a second provider. Failover takes about 60 seconds, and nothing changes for players while you compare the two.

Start with one slice of the traffic

Split off a share of the patch traffic, or move only the asset packs. The zone is configured around whatever you decide to send it.

An engineer, not a ticket queue

Send your build sizes and expected concurrency, and our team configures the zone around them. An engineer replies within 3 business hours.

Where to go next

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

Software companies

Media and OTT

SaaS and IaaS projects

Questions game studios ask about BlazingCDN

BlazingCDN delivers game builds, patches, launcher updates and asset packs at $5 per TB, falling to $2.50 per TB at volume, with one rate in the US, Europe and Asia. Requests are not billed, files up to 50 GB are supported, and a 14-day testing period runs on real production traffic.

On BlazingCDN a 200 TB patch month costs $765 (as of October 2026), at the same rate in the US, Europe and Asia. For example, a 20 GB patch downloaded by 10,000 players is 200 TB. The bill follows progressive tiers: $5 per TB for the first 5 TB, $4.50 up to 25 TB, $4.00 up to 100 TB and $3.50 up to 500 TB. Each rate applies only to the traffic inside its range.

No capacity has to be reserved for release day. A quiet month is billed on what was delivered, with a $25 monthly minimum. Requests are not a line item, so launchers that poll a version manifest every few minutes add no cost. Large files carry no surcharge. The rate keeps falling with volume and reaches $2.50 per TB above 1,000 TB, so a 1,000 TB launch month totals $3,315.

BlazingCDN absorbs a release-hour peak with Anycast routing, origin shield and cache warm-up, so the origin is not hit by every player at once. Before the announcement, the warm-up API pre-loads the new build into cache. Origin shield then funnels remaining misses through one shield layer instead of every edge server. Slice caching splits multi-gigabyte files into parts, and range requests let an interrupted 40 GB download resume over a weak connection.

The network runs on NVMe SSD servers with a 96%+ average cache hit ratio across zones carrying full traffic. Measured June 2026 on a 100 MB HTTPS download, average latency was 27 ms in Europe, 24 ms in North America and 47 ms in Asia. For example, a studio can warm a 15 GB patch an hour early, then purge the path in one action if the wrong build went out. Real-time statistics show the hit ratio during the peak.

No: BlazingCDN delivers files over HTTP and HTTPS, so the fit is builds, patches and assets, not real-time multiplayer traffic. WebSockets and edge compute are not offered. Matchmaking, lobbies and game state stay on your own servers. What moves to the CDN is the heavy static payload: PC launcher updates, mobile APK and OBB files, alpha and beta builds for testers, and in-game marketplace content.

The fit is strongest above about 5 TB a month, where per-TB pricing matters. Files up to 50 GB are supported, and requests are unlimited. For example, a mobile studio shipping a 2 GB OBB file to 25,000 players moves 50 TB, which costs $215 (as of October 2026). HTTP/3 is not offered. Transcoding is not offered for trailers, so encode video before upload and serve the finished files through the HLS Streaming CDN or the Video CDN.

Yes: BlazingCDN can run as a second CDN behind your DNS with a weighted split, starting with a small slice such as 5% of downloads. Your current CDN keeps serving the rest. Onboarding takes about one hour with an engineer: create a pull zone on your existing origin, add a CNAME, set the weight and compare logs. The 14-day testing period runs on real production traffic, and the $25 monthly minimum is waived during those 14 days (as of October 2026).

A KYC check is completed before production traffic starts. For example, a studio can route one region’s launcher traffic first, then raise the share after a patch day shows the hit ratio and download speeds. The split can move back at any time. Support is a 24/7 helpdesk, and an engineer replies within 3 business hours. No long-term contract is required, so the studio pays as it goes.

BlazingCDN protects paid builds with signed URLs: an HMAC signature with an expiry, optionally bound to one client IP. A link can also carry begin and end timestamps and a limit of 1 to 5 unique IPs. Partial path signing covers a whole folder, so a beta branch is signed once instead of per file. Two signing secrets allow rotation without breaking active downloads.

Request filters add referrer, user-agent and cookie checks, plus country allow and block lists. HTTPS can be enforced, and insecure requests are refused. Signatures work the same for EXE, APK and ZIP files. For example, a closed beta can issue links valid for 48 hours and tied to each tester’s IP, so a shared link stops working elsewhere. Unique byte marking per download helps trace a leak to its source. These controls are included at the standard rate of $5 per TB falling to $2.50 (as of October 2026).

Up to 60% off for high-volume projects

Volume pricing for 100 TB+ projects.