DDoS protection for game servers does not mean making every attack invisible. What matters is reducing unnecessary attack surface, filtering malicious traffic as early as possible, and clearly distinguishing during an incident: network attack, server overload, plugin error, or incorrect port configuration. This guide shows you the most important measures without unrealistic availability promises.
What is a DDoS attack?
A distributed denial-of-service attack floods a service with so many requests or packets that legitimate players can no longer connect or experience heavy lag. For game servers, this often affects UDP traffic because many games handle their real-time communication via UDP. Depending on the game, query ports, login endpoints, web panels, or voice services can also be affected.
The official Hetzner documentation describes DDoS protection as automatic detection and filtering of suspicious traffic in the network: Hetzner: DDoS protection. The practical classification is important here: filtering helps against many patterns, but it does not replace clean server configuration and does not guarantee that every attack will be blocked without side effects.
Common attack types
| Type | Description | Target |
|---|---|---|
| UDP Flood | Massive amounts of UDP packets | Game server ports |
| SYN Flood | Half-open TCP connections | Web panels |
| Amplification | DNS/NTP amplification | Bandwidth |
| Application Layer | Login spam, query flood | Application |
UDP floods often target the game port directly. SYN floods are more relevant when additional TCP services such as a web panel, API, or login components are reachable. Amplification attacks use third-party, misconfigured services to amplify traffic. Application-layer attacks are harder to detect because they can partly look like real game or query requests.
Why are game servers attacked?
Typical triggers are competition between server projects, frustrated players after a ban or wipe, extortion attempts, or people trying freely available attack tools. For you, the exact reason is secondary. More important is that your operation does not depend on individual publicly visible services and that you can quickly understand what is actually happening during an incident.
What your hosting provider should provide
A good hosting provider filters problematic traffic as far upstream from your server as possible. This includes network-level filtering, automatic detection of suspicious patterns, rate limiting in suitable places, and clear escalation paths to support. Anycast can help with certain infrastructures by distributing traffic across multiple locations. Blackholing, meaning the temporary dropping of traffic to an IP, is more of an emergency measure during extreme attacks because the affected service may then also become unreachable.
At game-serverhosting, DDoS protection is intended as part of server operation. The positioning is deliberately practical: paid multi-game hosting with technical control, support, and transparent operating processes. If you also need to check files, mods, or logs, the guide to SFTP access to the game server will help you. For diagnostic work on the console, the overview of important Linux game server commands is also useful.
What you can do yourself
1. Keep the public attack surface small
Only publish what players actually need. A domain is more convenient than a raw IP, but it does not replace DDoS protection for the actual game traffic. A classic web proxy usually only protects HTTP or HTTPS traffic, not UDP game server ports automatically. Admin access, SSH, databases, and management services should not be freely exposed to the internet if they do not need to be publicly reachable.
2. Set firewall rules cleanly
Only open the ports that your game, your query service, and your administration actually need. Remove old test ports after migrations or game changes. If you change the game, check the port list again instead of continuing to use old rules. The guide Changing games: costs, billing, and what you need to know explains what to watch out for when changing the server setup.
3. Limit query and login
Server lists, status queries, and login functions are useful, but they can generate load if abused. Only disable query functions if you really do not need them, because some community tools or server lists depend on them. A limit, a restrictive firewall rule, or a configuration that reduces unnecessarily frequent queries is often more sensible.
4. Secure admin access separately
SSH should not be left unprotected on a widely used default access point. Use strong keys, restrict access via firewall or VPN, and disable password logins if your setup supports it. Web panels should be used with two-factor authentication where available. Do not share admin links and login credentials in public Discord channels.
Check the result
After every change, you should not only check whether the server starts. Use a test client to check whether players can connect, whether the server list finds the server correctly, whether RCON or admin tools work, and whether logs show suspicious blocks. If you changed firewall rules, test from an external network, not only from the server itself. If you suspect DDoS, timestamps help: When did packet loss begin, which ports were affected, which logs show errors?
Troubleshooting
If players cannot connect even though no attack is visible, first check ports, game version, mods, and whitelist. After moving from another provider, old IPs, DNS records, and server lists are common sources of errors. For migrations, you can find separate instructions for moving from G-Portal to game-serverhosting, for moving from Nitrado to game-serverhosting and for the ZAP-Hosting migration.
If only the web panel is hanging but the game server remains reachable, the problem is probably not with the game port. If the game server is reachable but query does not work, the query port or query configuration is usually affected. If everything fails at the same time and external tests show packet loss, a network problem or attack is more plausible. In that case, collect the time, affected services, error messages, and most recent configuration changes before contacting support.
Sources and basis for review
The linked subpages support the technical basis explained immediately before or after each link. Product prices and account functions are additionally checked against the currently visible order or dashboard path.
Limits and rollback path
DDoS protection reduces risks, but it does not guarantee complete reachability. Protection effectiveness depends, among other things, on the attack type, volume, filter rules, and the protected protocol. Back up the affected files or the world before making changes. Then check the result with the same version and the same test process; if errors occur, restore the backup.
Checks, limits, and a safe rollback path
The guide “DDoS Protection for Game Servers – What You Need to Know” applies to the server type described in the article and the version state visible at the time of review. Menu names, available versions, mod or plugin compatibility, and required resources may differ after updates. Therefore, do not transfer values to another game, loader, or server version without checking them.
Before making changes to the world, savegame, configuration, or extensions, create a backup of the affected files. Then change only one related step at a time and test it with the same client and server version you want to play with later.
| Checkpoint | Expected result | Abort and rollback |
|---|---|---|
| Server start | The server reaches the ready state without a new error message. | If startup errors occur, revert the change and restore the latest backup. |
| Connection test | A test account can connect using the address shown in the panel. | If version or connection errors occur, compare the version, port, and allow rules again. |
| Function test | The specific changed function works without damaging existing world or game data. | If side effects occur, stop the server and restore the backed-up files. |
A successful individual test is not a performance or availability guarantee. World size, mods, plugins, player count, network path, and simultaneous load can change the result. Document the version, change, and test result so you can understand later deviations.
FAQ
Can I completely prevent DDoS attacks?
No. You cannot fundamentally prevent attacks, but you can reduce the attack surface and use suitable hosting to ensure that many patterns are filtered before they directly load your game server.
Is Cloudflare enough for my game server?
Cloudflare can be useful for web traffic. For typical game server connections, especially UDP game traffic, a normal web proxy is not automatically enough. For that, you need protection at the network and port level.
Should I keep my server IP secret?
You should not spread it unnecessarily, but that alone does not create real security. Players need to be able to reach the server, and depending on the game or server list, the target address becomes visible. Filtering, the firewall, and separate admin access are more important.
What should I do during an ongoing attack?
Do not frantically change several things at once. Note the time, symptoms, affected ports, and recent changes. Check whether only one service or the entire server is affected, and contact support with this information.
Can an incorrect firewall look like a DDoS?
Yes. If ports are missing, UDP is blocked, or query rules are too strict, players see similar symptoms: timeouts, empty server lists, or connection drops. That is why every rule change should be followed by an external connection test.