Patch Builder V1.3.3 💎

Let’s walk through a practical example. Assume you have a game executable (game.exe) version 1.0 (100 MB) and a new version 1.1 (102 MB). You want to create a patch of only 2–5 MB.

This release focuses on three pillars: Speed, Security, and Simplicity. Below is a breakdown of the headline features.

The development team has hinted at features planned for version 1.4.0 based on feedback from the v1.3.3 release: patch builder v1.3.3

For now, Patch Builder v1.3.3 represents the most stable, feature-rich release in the product’s history.


For DevOps engineers, the CLI has been expanded significantly. Version 1.3.3 introduces: Let’s walk through a practical example

patch-builder create --old old.bin --new new.bin --out patch.xdelta --compression max --sign --key private.pem
patch-builder verify --patch patch.xdelta --public-key public.pem
patch-builder apply --patch patch.xdelta --old old.bin --out new.bin --threads auto

These commands return standard exit codes (0 for success, 1 for generic error, 2 for signature failure), making it trivial to integrate into Jenkins, GitLab CI, or GitHub Actions workflows.

We tested Patch Builder v1.3.3 against the previous stable release (v1.2.1) using three common scenarios: For now, Patch Builder v1

| Scenario | File size | v1.2.1 Patch Size | v1.3.3 Patch Size | Time saved (creation) | |----------|-----------|-------------------|-------------------|----------------------| | Game executable (minor code change) | 250 MB | 8.2 MB | 6.5 MB | 12% faster | | Directory of 5,000 XML/JSON files | 120 MB | 14.1 MB | 10.3 MB | 68% faster (with 6 threads) | | Large ISO (encrypted) – 5% change | 4.7 GB | 412 MB | 389 MB | 5% slower (due to stronger checksum) |

Note: The ISO test was 5% slower due to the new CRC64 verification, but the resulting patch is more reliable.


  • OTA/embedded: generate patch, sign patch (see security), send to device which verifies and applies in-place or to staging partition.
  • CI integration: produce deterministic patches during build pipeline, store artifacts.