CDN and WAF products protect HTTP. Game traffic is custom TCP/UDP, so it needs port-level forwarding and scrubbing.
Fast to deploy and needs no client change. Players connect to the protected IP; your real server stays hidden.
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.
Every protection layer adds a hop. Pick scrubbing nodes near your players and test latency before switching fully.
| Option | Client change | Best for |
|---|---|---|
| High-defense IP | No | Quick protection, PC and private servers, mid-size games |
| Game shield (SDK) | Yes | Mobile games and titles under sustained, targeted attacks |
| High-defense server | No, but migrate | New deployments in Hong Kong or overseas |
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.