Attacks, filtered
before your
server
Always on, and included on every hosted game server and dedicated server. Network and DDoS protection run on Terabit.
Bad traffic stops at the edge.
Every packet passes the same four stages. Nothing reroutes when an attack starts.
Arrives
Players and attackers, same door.
Edge
Floods and spoofed packets drop first.
Game filter
Knows what a real game packet looks like.
Your server
Only clean traffic gets in.
Filtering starts at the first packet and adds no latency to hosted services.
What it filters.
Layers 3 and 4, on every open port. Your own firewall rules run in addition, never instead.
Floods
Dropped before they fill your port.
Reflection and amplification
Stopped by stateful filtering.
Malformed packets
Packets that break the rules are dropped.
Game filters
Filters that know the protocol of the game they guard.
See what it dropped.
Passed against dropped traffic, top source countries and ASNs, protocols, ports, an attack list.
For other networks.
The same filtering, sold on its own to businesses.
Remote mitigation
$950per Gbps per month
Send traffic to the filter over GRE or a direct tunnel.
- For businesses, self-serve start
- GRE adds one hop
On-premise and white label
$1,250per month
Traffic stays on your hardware. You control the branding.
- See white label
The numbers.
- Uptime SLA
- 99.9%
- Time to mitigate
- Filtering starts at the first packet. Unlisted attacks are patched, usually in minutes.
- Largest attack
- 30 Tbps absorbed.
- On call
- Engineers on call 24/7.
Questions
Something missing? Contact us.
Is it on by default?
What does it cost?
What if it blocks a real player?
Pick a server. Protection comes with it.
Game servers and dedicated servers, filtered from the first packet.