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
- RakNet session validationAdmitted (Verified)
- Valve A2S query cacheEdge-cached (0ms origin load)
- CLDAP amplificationDropped (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
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
Edge filters examine packets
Our edge scrubbing nodes inspect incoming UDP and TCP packets closest to where player traffic originates.
- 3
Game handshakes validated
Real players are authenticated on their first connection, while spoofed bot floods are dropped before touching your server.
- 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.
- RakNet session validationAdmitted (Verified)
- Valve A2S query cacheEdge-cached (0ms origin load)
- CLDAP amplificationDropped (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.