RakNet
Minecraft Bedrock · Rust
Handshake validation for RakNet's connection sequence. Fake join floods are dropped before they reach the server, and clients that do get in have a per-player rate limit.
On-premise DDoS mitigation · XDP / eBPF
PacketGuard is DDoS filtering you run in your own network. Our engine, built on XDP and eBPF, sits on a Linux server in front of the servers you protect and drops attack traffic before it reaches them, while real players and customers stay connected.
01Platform
PacketGuard protects whatever runs on your network: websites, APIs, game and voice servers, and any other TCP or UDP service. Its dedicated filters know how each supported protocol connects, from TCP services to popular games and other widely used applications, so attack traffic is dropped and real users get through.
We develop and maintain the packet filter ourselves, on XDP and eBPF. When a new attack method turns up, we change the filter directly instead of waiting on a vendor.
Dedicated filters for Minecraft Bedrock, Rust, Counter-Strike 1.6 and 2, DayZ, FiveM, nanos world, TeamSpeak and Unreal Engine 5. They check each game's handshake and answer server-browser queries at the edge, so your servers stay reachable during an attack.
PacketGuard is licensed software that runs on your own hardware, inline in front of the servers it protects. Nothing is tunnelled or rerouted through us. Use it on its own, or as a second layer behind the upstream scrubbing you already have.
One central control panel and Grafana dashboards for all your locations, so you see your whole network in one place: live traffic, attack history, drop counts per filter and packet samples.
Filters and limits apply from the first packet, not only once an attack has been detected. Attacks are detected and classified automatically. You get an alert when one starts and a report when it ends.
Packets are filtered in the network driver, before the Linux network stack, so the delay it adds is measured in microseconds. Players won't notice it.
02Filters
Most games use their own UDP protocol. A generic filter either blocks it or lets everything through, floods included. PacketGuard knows how each supported game connects, so a spoofed flood can't pass itself off as players.
Minecraft Bedrock · Rust
Handshake validation for RakNet's connection sequence. Fake join floods are dropped before they reach the server, and clients that do get in have a per-player rate limit.
CS2 dedicated servers
Join validation for Counter-Strike 2 servers. Fake connection attempts are dropped at the edge, so only real players reach your server. Server-browser queries are answered from the query cache.
GoldSrc · Half-Life engine
Connection validation for the GoldSrc handshake. Only clients that open a real connection reach your game server, and reflected response packets are dropped.
GoldSrc · Source 1/2 · Unity · UE4 · more
Server-browser queries are answered from a cache on the node, refreshed every few seconds and protected by a challenge cookie. Works for everything from Half-Life and the Counter-Strike family to Rust, Valheim, ARK and Quake Live.
Rust · nanos world · separate query ports
For a port that carries nothing but server queries. Valid queries are answered from the cache and everything else is dropped, reflection traffic included.
DayZ standalone
Join validation and join-rate limits that absorb fake connection floods without locking real players out of the queue.
FiveM · CitizenFX
Join validation for FiveM servers. Only clients that complete a real connection get through, so spoofed join floods never reach your server.
nanos world · game port
Join validation for nanos world servers. Spoofed connection floods stop at the edge while real players connect as usual. Pair it with the Steam query port filter on the server's query port.
Voice servers
New clients have to answer a challenge from the node before they reach the voice server, so spoofed connection floods stop at the edge.
Palworld · UE5 dedicated servers
Handshake validation for UE5 dedicated servers. Spoofed sources never get a session.
Custom filters
Running something we don't list? The generic filters protect it from day one, and because the engine is ours, we can write a dedicated filter for your protocol on request.
These filters work at the protocol level, so they cover anything you run, game or not. They are stateful by default, and when the node sees both directions of a connection they also check the server's replies.
We keep filter internals private on purpose. Attackers read marketing pages too.
03Control panel
The control panel shows live traffic, attack history and per-IP protection settings for every server you protect, across all your locations. Grafana dashboards are included for real-time stats.
Attack Timeline › 203.0.113.25
Attack on 203.0.113.25
Every attack is recorded with start, end, peak traffic and target. Click into any incident for the full breakdown.
Every attack page shows whether anything got past the filters. One click analyzes the attack's capture and explains what got through and which setting to change.
Every attack is captured automatically, in both directions. Browse sampled packets by source, port or action, or download the full pcap.
Set protection per IP, or apply a preset across many. Changes reach every node in seconds.
Give your customers their own portal: their prefixes, their rules and presets, and their own GEO and ASN lists.
Live dashboards for traffic, drops and filter activity at every location. Watch an attack being mitigated as it happens.
Email, Slack and webhook notifications when an attack starts and when it ends.
The audit log shows every change your team makes in the panel: who changed what, and when. Sign in with single sign-on and two-factor authentication.
04Optional: BGP mitigation
PacketGuard filters on your own network, so it can only clean traffic that fits through your uplink. For floods bigger than that there is an optional BGP module. The node talks BGP to your own routers, not to your transit providers. When an attack crosses a limit you set, your routers carry out the policy you chose: null-route the attacked address, or move its /24 to a scrubbing provider or another upstream.
You don't need it for filtering. Everything else on this page works without it.
When one IP draws more traffic than your uplink can carry, your routers announce it upstream as a blackhole (RTBH). That address goes offline and the rest of the network stays up.
Or send the whole /24 through your scrubbing provider or another upstream while the attack lasts, and move it back once it is over.
You decide per prefix what happens, from what attack size and for how long.
Addresses you mark as protected are never dropped, whatever the attack.
Test mode shows what would have happened before you go live. One switch stops every action.
For Arista EOS the panel generates the router configuration for you. Every action is logged.
05Licensing
PacketGuard is on-premise software, licensed to hosting providers, game studios and ISPs. You run the nodes. We provide the engine, the panel and the people behind them.
Tell us what you host and we will set up a pilot on one of your prefixes.