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Game servers

Low-latency protection for game servers.

Keep players online through volumetric UDP floods, query attacks and reflection vectors. Orbitel Shield filters game traffic at the edge with sub-millisecond overhead.

  • Sub-millisecond filtering overhead
  • Specialized filters for Minecraft, Source, FiveM and Rust
  • Unmetered protection against Tbps-scale UDP floods
Game edgeUDP filter & ping monitor
12ms avg ping
Player connection stability0.0% packet loss
  • RakNet session validation
    Admitted (Verified)
  • Valve A2S query cache
    Edge-cached (0ms origin load)
  • CLDAP amplification
    Dropped (68.4 Mpps)

Engineered for real-time multiplayer.

Player experience comes down to milliseconds. Our edge filters packets in-line, ensuring real players stay connected while attacks disappear.

  1. 1

    Connect your game network

    Announce your game server IP range via BGP, or route your servers through our low-latency WireGuard or GRE tunnels.

  2. 2

    Edge filters examine packets

    Our edge scrubbing nodes inspect incoming UDP and TCP packets closest to where player traffic originates.

  3. 3

    Game handshakes validated

    Real players are authenticated on their first connection, while spoofed bot floods are dropped before touching your server.

  4. 4

    Clean player traffic arrives

    Legitimate game packets are delivered straight to your game instances with zero jitter and sub-millisecond filtering latency.

No lag, no jitter, no disconnects.

Traditional scrubbing centers add round-trip lag. Orbitel Shield scrubs at the anycast edge closest to the player, maintaining competitive gameplay under attack.

  • No player disconnects during attacks

    Because mitigation is always-on at the edge, attacks are absorbed instantly without the detection delays that kick players off.

  • Valve A2S query caching

    Server list queries are answered directly from the edge cache, so server browsers load instantly while protecting your server CPU.

  • Custom protocol tuning

    Running a custom game engine? Our engineers tune packet validation filters to match your game's unique network protocol.

Game edgeUDP filter & ping monitor
12ms avg ping
Player connection stability0.0% packet loss
  • RakNet session validation
    Admitted (Verified)
  • Valve A2S query cache
    Edge-cached (0ms origin load)
  • CLDAP amplification
    Dropped (68.4 Mpps)

Protection built for your game engine.

Game traffic looks different from web traffic. Our game filters know the wire format of popular games to drop forged traffic instantly.

  • Minecraft Java & Bedrock

    Layer 7 packet inspection verifies Minecraft handshakes and RakNet sessions, dropping invalid joins and pinglist floods.

  • Source Engine & Steam Sockets

    Built-in caching for Valve A2S server queries prevents server freeze-ups and query floods from exhausting server threads.

  • FiveM & GTA:V Multiplayers

    Filters custom citizenfx connection handshakes and UDP heartbeat spoofing, keeping servers online through massive player targeting.

  • UDP reflection suppression

    Seventeen reflection and amplification vectors (NTP, DNS, CLDAP, Memcached) are blocked at hardware line-rate.

  • Sub-millisecond processing

    Edge inspection happens in hardware and kernel eBPF/XDP bypass, ensuring player ping and tick-rates remain silky smooth.

  • Unmetered Tbps mitigation

    Attack bandwidth is absorbed at our global edge at no extra charge. You only ever pay for clean player bandwidth.

Technical specifications.

Performance metrics, game protocol coverage, and transport details.

Supported engines
Minecraft (Java/Bedrock), Source (CS2/TF2), FiveM, Rust, Unreal Engine, Unity, and custom UDP
Filtering latency
Sub-millisecond (< 0.5 ms added latency at edge)
Query caching
Automatic edge caching for Valve A2S and Minecraft Server List Ping
Transport protocols
UDP, TCP, and ICMP delivered over WireGuard or GRE tunnels
Attack capacity
Multi-terabit unmetered scrubbing capacity across global edge nodes
Billing
Predictable flat monthly price based on clean player bandwidth

Questions, answered.

Can’t find what you need? Talk to an engineer.

Will Orbitel Shield increase my players' ping?

No. Filtering occurs at anycast edge nodes closest to each player, adding less than a fraction of a millisecond. In many cases, routing over our optimized backbone actually improves routing and reduces jitter.

How do you protect against Valve A2S and server query floods?

Our edge answers legitimate server browser queries from local edge cache without querying your origin server. Volumetric query floods are absorbed at the edge without putting load on your server threads.

Can you protect custom or unlisted game protocols?

Yes. Our team configures custom packet validation rules and rate profiles based on your game's packet structure, so malicious packets are dropped while player sessions flow uninterrupted.

What happens when our game server is hit by a multi-hundred Gbps flood?

The attack is absorbed across our global scrubbing edge. Your game server experiences no downtime, no lag spikes, and you are never billed for attack traffic.

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