Hello,<p>I'm leaf, I founded itch.io 3+ years ago. I launched it on hacker news even! <a href="https://news.ycombinator.com/item?id=5445029" rel="nofollow">https://news.ycombinator.com/item?id=5445029</a> (it's funny reading that thread now, so many haters)<p>Anyway, this thing is a huge accomplishment for us. The post linked doesn't go into the technical details, but they're the reason why I think this launch is awesome.<p>We've built a generic binary patching system for game developers. We're providing it as a service for people who use our marketplace. We've integrated it into our desktop app, but the tools can run anywhere.<p>Everything is written in go right now, it's divided into our command line tool, butler, and our server architecture, wharf. (we've got some cool tools up our sleeves, like doing patch generation and uploading directly in the browser via a js implementation)<p>Most of it is opensource: <a href="https://github.com/itchio" rel="nofollow">https://github.com/itchio</a><p>The wharf documentation is excellent if you want to learn about the algorithm: <a href="https://itch.io/docs/wharf/" rel="nofollow">https://itch.io/docs/wharf/</a><p>And we have more info about the command line tool: <a href="https://itch.io/docs/butler/" rel="nofollow">https://itch.io/docs/butler/</a><p>Steam provides similar technology, completely closed obv., and we were able to get on par with them, or beat them in terms of patch generation size and speed in many scenarios. And it completely destroys them in terms of simplicity. I'm really happy about how it turned out.<p>I'll be checking here to answer questions,<p>Thanks