by Reinout te Brake
What if launching a 30GB game took just 3 seconds? FastStart might be gaming’s answer to Netflix-style instant play without the cloud costs.
Imagine downloading only 1% of a game and playing instantly—no preloads, no splash screens, no wait. For decades, gamers have accepted long download times as a necessary evil, often losing interest before gameplay even begins. Developers have paid the price too—watching players abandon sessions before their game’s first frame even loads.
Now, Xsolla and DACSLABS are flipping that script. Their new integration, FastStart, promises to transform game distribution by letting players dive into games within seconds—right from the Xsolla Launcher. It’s not cloud gaming, but it might just offer the best parts of it—minus the infrastructure bill.
In the attention economy, time is everything—and games are losing. Today’s average game file size can range from 30 to over 100GB. For players on limited bandwidth or unstable connections, that’s not just a delay—it’s a deal-breaker. Studies show that many users drop off before the download finishes, especially in free-to-play titles where impulse is everything.
This silent churn is rarely discussed but widely felt. Developers invest in trailers, store page optimization, and community hype—only to lose potential players to a loading bar. First impressions no longer begin at “Start Game”; they begin at “Downloading 0%.”
And it’s not just about user experience. Bloated downloads come with rising costs:
Meanwhile, the rest of the entertainment world has evolved. We stream movies in seconds. We sample songs instantly. Yet gaming—the most interactive medium of all—still asks us to wait.
This is the friction point FastStart is built to remove.
At first glance, FastStart sounds like magic: play a game with just 1% of it downloaded. But under the hood, it’s a smart blend of incremental delivery, launcher optimization, and CDN orchestration—executed without touching a line of your game’s code.
Developed by DACSLABS and integrated directly into the Xsolla Launcher, FastStart works by identifying the minimal data needed to start gameplay—typically the first few minutes or tutorial level—and prioritizes that content for immediate access. While the player begins playing, the rest of the game continues to download quietly in the background.
It’s a familiar model if you’ve ever used Netflix or Spotify. Only here, it’s applied to multi-gigabyte interactive experiences.
Unlike cloud gaming, which requires powerful servers and ongoing data streaming, FastStart runs the game locally. That means:
FastStart doesn’t stream the game—it just delivers the right parts first.
And for developers? It removes friction from the most critical moment in the user journey: first contact.
“FastStart is the only aftermarket tech that can turn any game into a click-to-play experience instantly, without touching the code,” said Frank Schwarz, CEO of DACSLABS.
For developers, every new distribution technology raises the same questions: Will this break my build? Do I lose control? Will it actually save me time or money? With FastStart, many of those concerns are already being addressed.
Based on direct insights from DACSLABS and ongoing conversations with industry insiders, here’s what developers should know:
Yes. FastStart is engine agnostic. Whether your game is built in Unity, Unreal, Godot, or a custom engine, the tech operates independently of your source code.
Not at all. The patch workflow remains unchanged. Developers can continue deploying updates as usual—FastStart simply prioritizes and stages downloads more intelligently.
FastStart does not weaken existing protections. Whatever DRM or encryption measures are already in place remain intact, even during partial download sessions.
Yes. DACSLABS confirms that the launcher can connect with any custom CDN—though by default, Xsolla works with providers like AWS, Akamai, and Gcore. If reducing infrastructure costs is a priority, developers can integrate their own CDN pipeline.
Both options are possible. DACSLABS supports white-label setups, meaning studios can fully skin and customize the launcher to match their brand—an especially important feature for publishers going direct-to-consumer.
It depends on the setup. Costs can be absorbed by Xsolla or by the developer/publisher, depending on how the integration is structured. Regardless, FastStart reduces overall data volume through smaller patches and staged downloads—cutting down delivery and bandwidth costs.
DACSLABS supports multiple models: per download, monthly license, or revenue share. In Xsolla’s case, pricing is typically bundled into their broader direct-to-consumer offering.
In short, FastStart is designed not to disrupt your build pipeline—but to accelerate your go-to-market and improve first-time user experience without demanding technical rework.
FastStart isn’t just a technical upgrade—it’s part of a broader shift in how players discover, try, and engage with games. Much like how Netflix disrupted cable by eliminating waiting times and putting control in the viewer’s hands, instant play technology is poised to do the same for gaming.
Today’s players, especially younger audiences, have been conditioned by platforms like YouTube, Spotify, and TikTok—where content is immediate. Long download times feel not just outdated, but unacceptably slow. In that context, asking someone to wait 45 minutes before trying a new game can be the difference between a potential fan and a lost opportunity.
This is especially critical for:
By removing the delay between discovery and gameplay, FastStart aligns perfectly with modern consumer behavior—and helps games cross that crucial first threshold: getting played.
Just like how “stream instantly” redefined music and video, “play instantly” may soon become the norm, not the novelty. And unlike cloud gaming, which often struggles with performance and cost trade-offs, FastStart offers a local, reliable, and cost-efficient bridge to that future.
FastStart represents more than just a technical breakthrough—it reflects a mindset shift in the games industry. One where immediacy matters, friction kills, and the first few seconds after a player clicks “install” could determine the fate of a game.
For developers, this is a chance to rewrite the first impression. For publishers, it’s an opportunity to boost conversions, reduce costs, and future-proof the player experience. And for gamers? It’s a welcome end to the wait.
As the tools around game delivery continue to evolve, one thing is clear: click-to-play is no longer a nice-to-have—it’s becoming a strategic edge.
Are you already optimizing your game’s first impression?
What would playable in seconds mean for your funnel?
Reinout te Brake, 14.04.2025 Playable in Seconds: How Xsolla and DACSLABS are quietly reinventing game distribution https://reinouttebrake.com/2025/04/14/playable-in-seconds-how-xsolla-and-dacslabs-are-quietly-reinventing-game-distribution/