Platform
Build to install, in five stages
Everything between your build server and a player's disk.
What chunking buys, per title
Real numbers from customer titles, anonymised.
| Title type | Build size | Naive patch | Chunked patch | Reduction |
|---|---|---|---|---|
| Open world, weekly | 142 GB | 38.4 GB | 2.9 GB | 92% |
| Competitive shooter, biweekly | 62 GB | 19.1 GB | 1.4 GB | 93% |
| Live-service RPG, weekly | 88 GB | 24.0 GB | 3.1 GB | 87% |
| Racing, monthly | 104 GB | 41.2 GB | 6.8 GB | 84% |
| Strategy, patch-heavy | 34 GB | 8.2 GB | 0.4 GB | 95% |
SDK
One header, one library
A C API with bindings for C++, C#, Rust and Unreal. No framework, no service to run alongside the game.
Bandwidth manners
Adaptive rate limiting that backs off when the player is in a match, plus hard caps you set per platform.
Verified writes
Chunks land in a staging area, get verified, then are applied atomically. A power cut mid-patch leaves a working install.
Publishing a build
publish.sh
# in your build pipeline
fastlane chunk ./build/win64 --title atlas --branch live
# 142 GB → 1.94 M chunks · 2.9 GB new vs previous build
fastlane sign --key-ref ci://fastlane-release
fastlane publish --title atlas --branch live --version 2026.8.1 \
--seed-before 2026-08-11T16:00Z
# seeded to the CDN edge before the announcement