17 Years of
Update Innovation.

ByteBox Media has been developing installation, update, and patch systems for game studios globally since 2009.

LaunchBoost isn’t a startup experiment; it is the culmination of nearly two decades of infrastructure experience. From our first “Game Patch Creator” to the AOPS system that powered thousands of indie games, we have now evolved into the ultimate SaaS solution.

Visit ByteBox Media
BYTEBOX MEDIAEst. 2009 • United Kingdom
Creators of LaunchBoost.io
The Evolution
2017
Game Patch Creator
The first global tests of our “Game Patch Creator” began. We drew the blueprints for a “dynamic” patch system that anyone could use without writing a single line of code.
2019
The “AOPS” Era
We branched off the source code to create AOPS (Advanced Online Patching System) for Game Launcher Creator V2. This introduced a bridge system, allowing existing users to migrate seamlessly to our newer architecture.
2023
Parallel Performance
With the release of Game Launcher Creator V3, we rewrote the core engine. Parallel Downloads were introduced to utilize the full bandwidth of the client, resulting in massive adoption by game studios worldwide.
2026
LaunchBoost.io
AOPS was dissolved from the launcher creator to stand alone. LaunchBoost.io was spawned from the ground up as a dedicated SaaS service. Based on 17 years of experience and 9 years of direct development, it is now the #1 choice for developers.
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194 Million+
Patches delivered globally. We have the infrastructure and the experience to handle scale.
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UK Based
Headquartered in Manchester, England. We operate under strict UK data laws and business regulations.
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17 Years
Of experience in installation and update systems. We didn’t just build this yesterday.
Pure Human Code
We Do Not Use Artificial Intelligence.
When you use LaunchBoost, you are running code written by hardcore C++ programmers with over 26 years of combined experience.

We know that AI-generated software is often untested, riddled with security flaws, and structurally unsound. We do not cut corners. We do not use LLMs to write our core logic. Every line of code in our runtime is hand-crafted, peer-reviewed, and battle-tested to ensure maximum security for your game and your players.

Unlike some other “Game Patch” products 🙂
● 2,000+ Users
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