Protection that keeps players in the game.

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.

Edge absorption

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.

Per-source rate caps

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.

Game-aware L7 filters

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.

Learned-player priority

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.

SYN-proxy for TCP

The edge answers the TCP handshake itself. Spoofed SYN floods never reach your server; only clients that complete a real handshake are forwarded.

Hidden backend

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.

Geo-filtering on demand

Restrict new connections to the countries your players actually come from — permanently or only while an attack is active.

Instant Telegram alerts

Every attack is detected in under a second, classified by method, sized, and pushed to your Telegram with a reference ID and severity.

Live dashboard & uptime

Watch traffic, blocked packets, top sources and per-service uptime in real time, with a full history of every incident.

Coverage

What we stop

A sample of the attack methods the system recognises and mitigates automatically.

Attack methodLayerHow it is handled
UDP / PPS floodL3/4Per-source + per-port caps
UDP amplificationL3/4Source-port signature drop
SYN / ACK floodL4SYN-proxy + state checks
SA-MP query floodL7RakNet/query shape filter
TeamSpeak init floodL7TS3 init signature filter
Oversized / junk to game portsL7Packet-size filter
HTTPS / TLS flood (web)L7Upstream 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.

Questions

Protection FAQ

Will players lag during an attack?+
Connected players keep their session the whole time — established connections skip the filters entirely. Only new, suspicious traffic is rate-limited or dropped.
Do bans and logs still show the real player IP?+
Yes. Traffic reaches your server over a tunnel that preserves the original source IP, so your admin tools, bans and logs work exactly as before.
Can an attacker find my real server?+
Not through us. Players only ever touch the protected edge. As long as you keep your backend IP off DNS and public listings, it stays hidden.
Which games are supported?+
SA-MP and open.mp, TeamSpeak 3, and Minecraft (Java) out of the box. Other UDP/TCP game servers can be added — we tune the rules to the protocol.
How big an attack can you handle?+
Volumetric floods are absorbed upstream; application-layer and game-specific floods are handled by our rules. For an exact figure for your setup, talk to us.

Ready to put the shield up?

Pick a plan and protect a server in minutes.

View plans →