About us
We shipped patches for a living and hated every release day
Fastlane was built by a live-ops team that spent five years dreading Thursdays.
Origin
Every release day was an incident
Our patch pipeline was a fixed-block differ, a CDN contract with a burst clause, and a launcher that could not resume. Release day meant a war room, an unpredictable invoice and a support queue full of players stuck at 94%. Fixing it properly took two years and it is now the only thing we do.
- Peer-delivered bytes are never billed
- Every historical build is retained so any player can update from anywhere
- A delivery engineer joins your release-day channel on Studio plans
An internal patcher
One title, one very stressed team.
Content-defined chunking
Patch sizes fall by an order of magnitude.
Peer assistance
CDN bill stops scaling with player count.
Pre-seeding and scheduled unlock
Release day becomes uneventful.
4.2 PB peak day
Across eleven live titles.
How we work
Boring on purpose
We would rather run software that is three years old and understood than something new that pages us at 04:00.
Own the path
We buy transit from multiple carriers and peer directly wherever it is possible, so a single bad hop is never a single point of failure.
Write it down
Every incident gets a public write-up. Every design decision gets an RFC. Institutional memory beats heroics.
Some of the people behind it
A quarter of the company has been here since the first rack.
We are hiring
Remote-first across EU time zones, with a small office network for people who prefer one.