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DDoS protection for game servers

Short answerGame servers are usually attacked over TCP and UDP, so website-style protection does not help. The two workable options are a high-defense IP that scrubs traffic before forwarding it to your server, or an SDK-based game shield built into the client, which hides server addresses and spreads players across many entry points. Small and mid-size games usually start with high-defense IP.

What to know

Why web protection is not enough

CDN and WAF products protect HTTP. Game traffic is custom TCP/UDP, so it needs port-level forwarding and scrubbing.

High-defense IP

Fast to deploy and needs no client change. Players connect to the protected IP; your real server stays hidden.

Game shield (SDK)

The game client integrates an SDK that assigns each player an entry node. Harder to attack, and it handles CC-style connection floods well, but it needs client integration and a release.

Latency matters

Every protection layer adds a hop. Pick scrubbing nodes near your players and test latency before switching fully.

Your options

OptionClient changeBest for
High-defense IPNoQuick protection, PC and private servers, mid-size games
Game shield (SDK)YesMobile games and titles under sustained, targeted attacks
High-defense serverNo, but migrateNew deployments in Hong Kong or overseas

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FAQ

Can a CDN protect my game server?

No, not for the game protocol itself. A CDN can protect your website and patch downloads, while game traffic needs high-defense IP or a game shield.

Will protection add lag?

It adds a hop, so node location matters. Test with real players in your main regions before moving everything.

What should I tell you for a quote?

Protocol and ports, where the servers are, where players are, concurrent players, and the largest attack you have seen.

We are being attacked right now.

Mark the form as urgent and message us on Telegram. Urgent requests go first.

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