The edge your players never have to think about
Patch day, launch day and a Saturday-night raid all hit different parts of the stack. NimbusCDN handles the enormous static download and the twitchy UDP session on one network — so your live-ops team stops choosing which one to protect.
A launch is a DDoS you scheduled yourself
Ten million clients ask for the same 40 GB within two hours of your announcement. Without tiered caching, every cache miss in every PoP becomes an origin fetch — your egress bill spikes and your build servers fall over at the same time.
NimbusCDN collapses that fan-in through regional shields: edge PoPs fetch from a shield, shields fetch from origin, and a single object is pulled from you a handful of times worldwide — not a few hundred thousand.
POST /v1/prewarm pushes the build to every PoP before the store page goes live.Modelled on a 312-PoP topology with 18 regional shields. Illustrative figures for this design.
Everything a live game needs from a network
Tiered caching & pre-warm
Regional shields plus scheduled pre-population. Push a build to all 312 PoPs hours before you announce it.
Anycast UDP transport
Matchmaking, lobby, voice and state sync ride the same backbone your assets do, with BGP anycast entry at the nearest PoP.
Token auth & signed URLs
Short-lived, per-entitlement tokens verified at the edge. Leaked links expire before they reach a forum post.
Always-on DDoS for game servers
L3/L4 and L7 filtering that understands UDP game traffic, so a reflection attack does not take your session servers with it.
Regional build routing
Serve a different binary per region, platform or test cohort from a single hostname using edge logic.
Real-time telemetry
Per-request logs within a second — spot a bad PoP or a broken CDN-level rollout while the release is still running.
Downloads are throughput. Gameplay is jitter.
They are different problems and they deserve different tuning. Here is what each traffic class gets by default.
| Traffic class | Transport | Optimised for | Default behaviour |
|---|---|---|---|
| Client patches & assets | HTTP/3 (QUIC), HTTP/2 | Sustained throughput | Tiered cache, 30-day TTL, range-aware, Zstd |
| Matchmaking & lobby API | HTTP/3, TLS 1.3 0-RTT | Tail latency | No cache, edge keep-alive to origin, WAF on |
| Game session / state sync | Anycast UDP | Jitter & packet loss | Nearest-PoP ingress, L3/L4 scrubbing, no inspection |
| Voice chat | Anycast UDP | Consistent RTT | Priority queueing, regional pinning |
| Telemetry & crash dumps | HTTP/2 | Origin cost | Edge batching, compression, rate limits per client |
Protect the game economy, not just the pipe
Most damage to a live game is not a volumetric attack. It is a scripted client farming accounts, a scraper pricing your marketplace, and a leaked CDN URL serving your unreleased build to a datamining channel at your expense.
Bring us your next patch window
We will model your release against your current origin offload and show you the delta before you move a single byte of production traffic.