A layered defence tuned for game servers. Volumetric floods die upstream; application-layer and game-specific floods are dropped by rules that understand how your games actually talk.
Large volumetric floods are soaked up on a multi-gigabit filtering network upstream, before they reach your server. The big hit lands on us, not you.
Every source IP has a hard ceiling. A single address can never flood a port — spoofed and botnet packets are capped or dropped while real players pass untouched.
We read the game protocol. SA-MP query floods, RakNet junk, TeamSpeak init floods and oversized packets to game ports are recognised by their shape and thrown away.
Addresses that have genuinely played get a protected fast lane. Even at the peak of an attack, your regulars keep moving while unknown junk is held back.
The edge answers the TCP handshake itself. Spoofed SYN floods never reach your server; only clients that complete a real handshake are forwarded.
Players only ever touch the protected edge. Your real server IP stays off DNS and public listings, so the attacker has nothing to aim at.
Restrict new connections to the countries your players actually come from — permanently or only while an attack is active.
Every attack is detected in under a second, classified by method, sized, and pushed to your Telegram with a reference ID and severity.
Watch traffic, blocked packets, top sources and per-service uptime in real time, with a full history of every incident.
A sample of the attack methods the system recognises and mitigates automatically.
| Attack method | Layer | How it is handled |
|---|---|---|
| UDP / PPS flood | L3/4 | Per-source + per-port caps |
| UDP amplification | L3/4 | Source-port signature drop |
| SYN / ACK flood | L4 | SYN-proxy + state checks |
| SA-MP query flood | L7 | RakNet/query shape filter |
| TeamSpeak init flood | L7 | TS3 init signature filter |
| Oversized / junk to game ports | L7 | Packet-size filter |
| HTTPS / TLS flood (web) | L7 | Upstream scrubbing + rate limits |
No protection is absolute. Very large distributed attacks are shaped by upstream capacity, and we are always straight with you about what we can and cannot guarantee for your setup.