Tunnel · On quote
The player packet never stops anywhere.
We filter at the edge, then carry what is left down to your machine without rewriting a thing. Your server still sees your players' addresses.
Attack packets stop at the filter gate; player packets enter a conduit, are wrapped inside it, and come out intact on the customer machine, which keeps the player original address.
Demo
Sec. 01 · How it works
One connection. From the player to you.
A tunnel carries, it does not replace: what goes in one end comes out the other, unchanged.
01
The public address lives with us
Your players aim at an address announced from our points of presence. That is the one taking the hit.
02
The conduit runs down to you
A tunnel interface links your machine to our network. Whatever passed the filter is carried through it as is.
03
Your logs keep the real addresses
Your server receives packets with the player address: your bans, anti-cheat and stats keep working.
Sec. 02 · Which one
The relay is simpler. The tunnel is truer.
Both stop the same things. They do not cost you the same work, and they do not show your server the same thing.
Sec. 03 · The quote
No price list. We look at your case.
A tunnel has to be sized: the throughput to absorb, how many addresses, where your machine sits. Let us talk, then we quote.
- Where your machine is hosted
- How many addresses to protect
- Your usual throughput, and the attacks you have already taken
- The protocols and ports to carry
Capacities and lead times to confirm with the quote.
The next attack won't take your server down.
Pick your plan, we switch on your game's profile.