Bigger than the attacks.
The network has more than 50 Tbps of filtering capacity. The largest attack it absorbed in 2024, 4.2 Tbps, used under a tenth of it.
DDoS protection
Included with every game server. Nothing to set up.
How it works
What happens from the moment an attack starts to the moment it ends, with your players' traffic let through the whole way.
The network's routers report on the traffic passing through them, and it's analysed as it arrives, day and night. So the protection knows what normal looks like, and spots when something isn't.
When traffic heading for a server starts to look like an attack, it's sent through filtering automatically. Nobody has to notice, open a ticket or switch anything on, whatever the hour.
An attack comes from thousands of places at once, so it's met where it enters the network, where it meets the rest of the internet. Floods are rate-limited there, and the work is shared across sites, so no single link fills up.
What's left goes through filters one after another on purpose-built hardware: rules first, then deeper checks. Floods, forged sources, handshakes that never finish, and DNS or NTP replies to questions your server never asked are dropped. Only clean traffic carries on.
Right in front of the game servers, a firewall made for game traffic drops anything that isn't addressed to a port a game server uses. Everything else on the address is closed, so there's nothing else to hit.
Because the attack is dropped on the network, your server's own connection, processor and memory stay free for your players. When the attack stops, there's nothing for you to do.
What it stops
Streams of junk packets aimed at your server's address: the most common way to knock a game server offline.
Connections that are started and never finished, or answers to connections that never existed, sent by the million.
Small requests sent to DNS or NTP servers with your address forged on them, so their much bigger replies land on you.
Packets claiming to come from addresses that never sent them, so they can't simply be blocked by address.
Billions of tiny packets a second, built to overwhelm network equipment rather than fill a connection.
Anything aimed at a port no game uses is dropped before it reaches your server, whatever it is.
Why it's good
The network has more than 50 Tbps of filtering capacity. The largest attack it absorbed in 2024, 4.2 Tbps, used under a tenth of it.
Filtering happens on the network, not on your server, so the flood never reaches its connection and can't crowd out your players.
Attacks are spotted and filtered on their own, at three in the morning as much as at three in the afternoon. There's no switch to flip and nobody to call.
It runs on the network, in front of your server: no software on it, and no settings for you to get wrong. We look after the firewall's rules.
No cap on how big an attack is, how long it lasts or how often it returns, and the traffic an attack sends is never charged to you.
FAQ
Yes. Every game server sits behind it at no extra cost, and the traffic an attack sends is never charged to you.
No. It runs on the network in front of your server, and we look after the firewall's rules. There's nothing to install.
The attack is filtered out on the network while your players' traffic is let through, so your server's connection, processor and memory are left for them.
No protection can promise to stop every attack. This one is built for the biggest: the network has more than 50 Tbps of filtering capacity, and it absorbed attacks of up to 4.2 Tbps in 2024. If you think your server is being affected, open a ticket and we'll look into it with you.
Only the ports game servers use. Everything else is closed at the network, before traffic reaches your server.
No. DDoS protection stops floods of traffic aimed at your server. Cheating, griefing and exploits inside the game are up to the game itself, its settings and its plugins, which you run from the game panel.
Pick a game and a size, pay monthly, and it's yours in a few minutes. Cancel any time.