DDoS Protection

Enterprise DDoS protection. $10/mo, any server.

One flat add-on, no long-term commitment. Add it when you order, or turn it on for an existing server anytime — every game, every plan, same $10/mo price.

40Gbps+
Per-Server Mitigation
12Tbps+
Total Network Capacity
L3/L4/L7
Layers Filtered
$10/mo
Flat Add-On Price
The Basics

What is a DDoS attack, and why do game servers get targeted?

A Distributed Denial-of-Service (DDoS) attack floods a server with more traffic than it — or the network in front of it — can handle, with the goal of knocking it offline. Instead of one machine sending traffic, an attacker typically coordinates thousands of devices at once, which is what makes these attacks hard to block with simple filtering: the traffic is coming from everywhere, not one obvious source.

Game servers are targeted more than almost any other type of hosting. A rival clan wants your Rust server down before a raid. A banned player wants revenge on your Minecraft community. A competitor wants your FiveM roleplay city offline during peak hours. These attacks are usually personal, timed, and repeated — not a one-off event you can just wait out.

That's a different threat model than most hosting providers are built for. A lot of general-purpose web hosts treat DDoS protection as an enterprise add-on for e-commerce sites. Game server hosting needs it built in from day one, because the attacks aren't hypothetical — they're a predictable part of running a competitive or public-facing community.

Why this matters for your server specifically

  • Downtime costs you playersA server that goes offline during peak hours loses active players to competing communities — often permanently.
  • Attacks are often repeatedUnlike a random outage, a targeted attacker will try again — protection needs to be permanent, not reactive.
  • Game traffic is a specific targetUDP-heavy game protocols are especially vulnerable to amplification attacks that plain web hosts aren't built to filter.
How It Works

Always-on protection, not a reactive scramble.

Some hosts only start mitigating an attack after it's already knocked you offline. Ours is active before the first packet of an attack ever arrives.

Legitimate player traffic Attack traffic — filtered out

Anycast network routing

Traffic to your server is distributed across our network at the routing level, so a flood aimed at your IP gets absorbed across capacity — not funneled through a single choke point.

Layer 3 & 4 filtering

Network- and transport-level floods — UDP amplification, SYN floods, ICMP floods — are filtered inline before they ever reach your game process.

Layer 7 filtering

Application-level attacks that mimic real player connection attempts are identified and dropped, without blocking your actual players in the process.

No latency penalty

Because filtering happens inline rather than through an off-path scrubbing detour, legitimate traffic isn't rerouted — your ping doesn't change when protection is doing its job.

Worth It

$10/mo is cheap insurance against a much bigger cost.

An attack doesn't just cost you the hours your server is down. It costs you the players who were online when it happened and don't come back — and the ones who hear about it secondhand and never try you in the first place. For a community you've spent months building, that's a much bigger loss than a $10/mo line item.

And it rarely happens once. A server that goes down to an attack once tends to get targeted again — by the same person, or by others who notice it's an easy target. Protection that's already active before the next attempt is worth more than a fast response to the last one.

What an unprotected attack actually costs

  • Players who don't come backThe ones online when your server drops often just find another community instead of waiting it out.
  • Repeat targetingAn attacker who succeeds once usually tries again — and tells others your server is an easy target.
  • Your own timeRestarts, support tickets, and player questions during an outage all cost you hours you don't get back.

Add it to your server for $10/mo.

No commitment, no setup wait — protection is active as soon as it's added.

Browse Games
FAQ

Common questions about our DDoS protection.

It's an add-on available for $10/mo on any server, any game. Add it when you order, or turn it on for an existing server anytime from your control panel — there's no long-term commitment or setup wait.

Each server is backed by 40Gbps+ of dedicated mitigation capacity, and our upstream network carries 12Tbps+ of total capacity across our Chicago infrastructure — so a single attack against your server doesn't get anywhere near what the network can actually absorb.

No. Filtering happens inline at the network edge via Anycast routing, not through a reactive scrubbing center that adds a routing detour. Legitimate player traffic isn't rerouted or delayed — only attack traffic gets filtered out.

Layer 3 (network-level floods like UDP and ICMP amplification), Layer 4 (SYN floods and connection exhaustion), and Layer 7 (application-level attacks that mimic real player connections) are all filtered — the combination that matters most for game servers specifically, since game traffic patterns don't look like typical web traffic.

No configuration is required. Protection is active at the network level the moment your server is provisioned, regardless of game, mods, or server settings.

Stop worrying about who's mad at your server.

Add enterprise-grade protection to your Chicago game server for $10/mo — no commitment, active in minutes.

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