Why Game Servers Get Targeted

Game servers are easy targets. Competitors want to crash your server so players join theirs instead. Angry players launch attacks after getting banned. Script kiddies test their tools on public servers. The problem is that game servers can't handle massive traffic spikes. A few hundred fake connections can crash a Minecraft server. A SYN flood can overwhelm a CS2 server's connection queue. Most game servers aren't built to handle DDoS attacks.

TAKE A LOOK AT WHAT OUR PROTECTION CHALLENGES CONSIST OF

Added Delay

Generic protection adds latency. Every packet gets analyzed, which means delays. For games, even 50ms extra latency feels terrible. Players notice immediately.

Missing Game Context

Most protection doesn't understand game protocols. It sees TCP or UDP packets, but not what they mean. A bot join attack looks like legitimate traffic, so it gets through.

Blocking Legitimate Players

Generic filters block legitimate players too often. Rate limiting kicks in during peak hours. IP-based blocking catches VPN users. Real players get kicked, and they blame you.

Game-Aware Protection

We filter traffic based on how games actually work. Our system understands game protocols, so it can tell the difference between real players and attack bots.

For Minecraft, we detect bot joins and handshake floods. For CS2, we filter protocol abuse. For FiveM, we stop connection spam. Each game gets protection tuned to its specific attack patterns.

TAKE A LOOK AT WHAT OUR GAME PROTECTION CONSISTS OF

Protocol-Specific Protection

For Minecraft, we detect bot joins and handshake floods. For CS2, we filter protocol abuse. For FiveM, we stop connection spam. Each game gets protection tuned to its specific attack patterns.

Edge-Based Filtering

Our filtering happens at the network edge, not in software. We use eBPF and XDP to process packets in the kernel, which means almost zero latency overhead. Legitimate players don't notice any difference.

Supported Games

We protect the games that get attacked most often: Minecraft (Java and Bedrock Edition), Counter-Strike 2, FiveM, and any UDP or TCP-based game server. Each game gets protection tuned to its specific attack patterns.

Bottom line

Game servers need protection that understands games. We filter attacks without adding lag, so players never notice anything happened. Your server stays online, players stay connected, and attacks get stopped automatically.

Ready to Protect Your Game Server?

Stop attacks before they crash your server. Contact us to get protected.

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