Why game servers get hit
A game server is a public address with a port open to the world. Someone who lost a match, a rival network, or a bored kid with a booter can point a flood at it for a few euros. The NIC saturates, the tick rate falls apart, players time out, and your Discord fills up.
Most of these attacks are plain volume or transport abuse: UDP floods, amplification, SYN and ACK floods aimed at the sockets you run. Your host cannot filter what has already filled its uplink. The traffic has to be stopped before it gets there.
How Templass sits in front of your server
- Players connect to a protected address. Templass announces it on AS208743. Your real server address stays private.
- Traffic is scrubbed in Frankfurt. Everything lands at Equinix FR5 first. Layer 3 and Layer 4 floods are dropped or limited there, on an edge in the over 1 Tbps class.
- Clean packets reach your host. They travel over a GRE tunnel to the server you already run, or over a Cross-Connect if you are in FR5.
Mitigation runs all the time. You do not wait for an alert, open a ticket, and hope someone flips a switch while players leave.
Controls for game traffic in the Panel
Default mitigation covers the common floods. When you want more say over a specific port, the Panel gives you a few tools that apply at the scrubbing edge:
- Port requests to open the TCP and UDP ports your game listens on, and close the ones you do not use.
- Firewall ALLOW and DENY rules on the announced prefix when you know a bad source range.
- Rate limiting to cap requests per second on a path or source CIDR, for example a login or query port that must stay open but should not take unlimited traffic.
- Attacks to see vectors, peak rates and mitigation status while an event is running.
Billing that does not punish you for being attacked
Game hosts often get burned by plans that charge for attack size, or by flat fees that assume the worst every month. Templass bills the clean traffic delivered to your origin at the 95th percentile. The flood we drop never shows up as a line item.
Indicative whole-volume rates run from €0.45 down to €0.33 per clean Mbps, with a €39 monthly floor on quiet months. The full mechanics are on DDoS protection pricing.
What a good setup looks like
- Players and server lists point at the protected address, never the origin.
- The origin does not answer the game on a second public interface.
- Return traffic goes back through the tunnel, not out your normal uplink.
- Every port the game uses is requested before you advertise it.
If an attack still gets through, it is usually because the origin is reachable some other way. Running a Minecraft network? That page covers the Java and Bedrock specifics.