CDN for game downloads

Deliver game clients, patches and launcher assets with Aptranet Cloud CDN on 200+ Tbps of capacity and 210+ points of presence.

210+Points of presence worldwide
200+ TbpsNetwork capacity
30 msAverage latency worldwide
85%Average cache hit ratio

CDN for game downloads

Launch day should hit the edge, not the build origin.

Game downloads and patches are large, concurrent and geographically spread. A single origin becomes the launch-day incident.

Cache depot files, patches and launcher assets at Cloud CDN. Use Origin Shield and large-file optimisation. Pair with Cloud DNS for player-facing hostnames.

Why teams use Aptranet

What CDN for game downloads looks like on this network.

Cloud CDN caches and accelerates eligible content on 210+ points of presence, with Origin Shield when the origin must stay out of the way.

Patches from 210+ locations

Players pull from a nearby PoP instead of a studio origin.

200+ Tbps for launch traffic

The same network that delivers video handles large game binaries.

Prefetch before go-live

Prefetch critical depots so the first players do not all miss together.

How to set it up

A cutover you can validate before DNS moves.

Create the Cloud CDN configuration, prove it on an Aptranet hostname, then point production DNS when the path looks correct.

  1. 1
    Connect the depot origin

    Pull the existing launcher or patch origin over HTTPS.

  2. 2
    Cache binaries and manifests separately

    Long TTL for content hashes. Shorter TTL or purge for manifests.

  3. 3
    Prefetch before launch

    Warm the edge with the new depot before the store page goes live.

  4. 4
    Route player hostnames

    Use Cloud DNS alongside Cloud CDN for the public download names.

Outcomes

What changes once the hostname is on Aptranet.

  • Game binaries are cached globally
  • Manifests can update without waiting on a long TTL
  • Launch-day misses are shielded
  • Player-facing DNS sits on the same network

Frequently Asked Questions

Yes. Both are large-file HTTPS objects as far as Cloud CDN is concerned.

No. Matchmaking and game servers stay yours. Cloud CDN delivers downloads, patches and player-facing static assets.

Purge the manifest and binary URLs, or point the manifest at a previous version.

Yes. Token authentication can gate artefacts that should not be public yet.

Put CDN for game downloads on the Aptranet edge.

Get started in the Management Console, or talk through origin, DNS and cutover with Aptranet.