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.
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.
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.
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.
Two layers, working together.
Different attacks call for different responses. Rather than one blunt filter for everything, protection is split across two purpose-built layers that each handle what they're best at.
Hardware Mitigation Layer
Dedicated anti-DDoS hardware runs inside each of our data centers, intercepting Layer 4 protocol attacks — TCP SYN floods included — and filtering malicious packets with purpose-built mitigation techniques. It's precise enough to operate per-server, and if it ever incidentally catches legitimate traffic, it can be selectively turned off for that one server without touching anyone else's.
Edge Router Filtering
This layer deploys automatically across our edge routers, detecting and filtering attacks at the network perimeter through firewall-level rules — before traffic ever reaches an individual server. It's especially effective against simple amplification floods, including NTP, DNS, and Memcached reflection attacks.
Built to stop more than one kind of attack.
"DDoS protection" covers a wide range of attack types, and hosts that only handle the simple ones leave you exposed to the rest. Ours covers the full spectrum, from raw volumetric floods to attacks that mimic real players.
SYN Floods
Millions of fake connection requests aimed at exhausting your server's connection table.
UDP / DNS / NTP Amplification
Small spoofed requests reflected off third-party servers into a flood many times their original size.
HTTP / Layer 7 Floods
Traffic that mimics real connection attempts, designed to blend in with legitimate players.
ICMP Floods
Oversized or excessive ping traffic aimed at saturating your available bandwidth.
Memcached Amplification
Abused caching servers turned into some of the highest-multiplier reflection attacks that exist.
Slowloris & Connection Exhaustion
Slow, low-bandwidth attacks that hold connections open to quietly starve your server of resources.
11 mitigation locations, worldwide.
Anycast only works as well as the network behind it. Ours filters traffic at 11 locations spread across the globe, so an attack gets absorbed at the point closest to where it originates — not routed all the way back to a single facility in Chicago first.
That same distributed footprint benefits your players, too. Legitimate connections route through the nearest point of presence by default, which means low latency for players worldwide, not just the ones near Chicago.
$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.
$10/mo is a predictable, budgetable cost. An outage isn't — you don't get to choose when it happens or how long it takes to recover the players it costs you.
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.
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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