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
Three delivery cases from our knowledge base, with the full write-ups one click away.
2 GB installers served from nearby edge nodes worldwide, with resumable downloads and origin load staying flat during peak download windows.
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.
Short TTLs for manifests, long TTLs for segments, and steady segment delivery across every bitrate tier in the ABR ladder.
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).