VibeSHIELD
Every VibeGAMES server sits behind 46 anycast scrubbing locations in 5 regions, with filters written per game protocol. Attacks are dropped at the edge they enter. Players never notice.
Included with every server
46 anycast locations
17 game profiles
No added latency
Attacks stopped, last 30 days
3,673
Largest
4.4 Tbps
Lighter bars: a day with an attack of 3.0 Tbps or more.
- Scrubbing locations
- 46
- Anycast PoPs in 5 regions
- Game-aware filters
- 17
- Custom filters per game protocol
- Typical attack
- 1 m 32 s
- Median duration. Nine in ten are over within 6 minutes.
- Added latency
- 0 ms
- Filtering is inline, no detour
The path of a packet
Four hops between a botnet and your players. Only the last one reaches your server.
No DNS tricks, no client configuration

Attack enters
A botnet aims a flood at your server's address. Most of what we see is UDP, line rate, at the game port.
Nearest of 46 PoPs
Anycast routing hands every source to its closest scrubbing location. The flood never crosses an ocean.
Game-aware filter
One of 17 game profiles knows what a real FiveM, Rust or Arma packet looks like. Everything else is dropped.
Your server
Only player traffic arrives, on the normal port, at full speed. An email tells you it happened.
What hit us lately
Anonymised, straight from the attack log. The target is the game behind the attacked port.
Last 24 hours, refreshes hourly
| Time | Target | Vector | Peak | Duration | Result |
|---|---|---|---|---|---|
| 13:30 | FiveM server | UDP + TCP flood | 34.7 Gbps | 3 m 49 s | Dropped |
| 13:29 | FiveM server | UDP + TCP flood | 2.6 Gbps | 1 m | Dropped |
| 13:29 | FiveM server | UDP + TCP flood | 213 Gbps | 1 m 09 s | Dropped |
| 13:20 | Minecraft Bedrock server | UDP + TCP flood | 380 Mbps | 8 s | Dropped |
| 13:19 | FiveM server | TCP + UDP flood | 367 Gbps | 3 m 34 s | Dropped |
| 13:13 | Minecraft Bedrock server | UDP + TCP flood | 1.2 Gbps | 1 m 09 s | Dropped |
Where attacks come from, and where they stop
Every address is announced from all 46 scrubbing locations at once, so a flood is filtered at the PoP nearest to its source. The shading shows where this month's attack traffic originated.
46 PoPs in 5 regions, every IP announced from every PoP
Pick a region for its locations.
Active scrubbing PoPLighter: more attack traffic came from thereAttack traffic by origin, last 30 days
Share of the summed attack peaks by source country. Botnets rent devices everywhere, so the list is about volume, not blame.
Brazil29%
Argentina9%
Mexico7%
United States6%
Chile5%
Malaysia4%
How VibeSHIELD compares
Most hosts buy generic scrubbing and call it DDoS protection. The difference shows the first time a 100 Gbps flood pretends to be your players.
| VibeSHIELD | Typical game host | Unprotected server | |
|---|---|---|---|
| Included in the price | Every server, no add-on | Often a paid tier or a size cap | You are the mitigation |
| Filters written per game protocol | 17+ game profiles | Generic L3/L4 scrubbing | None |
| Filtered at the nearest location | 46 anycast PoPs | One or two scrubbing centres | Traffic lands on the server |
| Attack history per server | Size, timing and a full breakdown in the dashboard | Rarely, usually on request | A player count that drops to zero |
| You hear about it | An email per attack, no action needed | Sometimes, after the fact | From your players |
| Added latency | None, filtering is inline | A detour to the scrubbing centre | Not the problem anymore |
Attacks we drop
A non-exhaustive list. If it has been seen on the wire, there is a filter for it.
From the breakdown we store for every attack. Updates hourly.
Volumetric floods
Raw bandwidth, meant to fill the pipe before the server sees a packet.
UDP floods
Line-rate junk at the game port, the bulk of what we see.
UDP fragmentation
Oversized datagrams the server would have to reassemble.
Spoofed SYN
Half-open connections from forged addresses.
GRE and tunnel floods
Encapsulated traffic that generic filters wave through.
ICMP floods
Ping storms and oversized echo requests.
Reflection and amplification
Small forged requests to open servers on the internet, large replies aimed at you.
DNS and NTP
The classics, still in most large attacks.
SSDP / UPnP and CLDAP
Home routers and directory servers as amplifiers.
Memcached, CoAP, SNMP
Up to 50,000 times amplification per request.
WS-Discovery, SIP, Portmap
Whatever answers from a forged source that week.
TCP state and application
Fewer packets, aimed at connection tables and web endpoints.
TCP state exhaustion
Connections opened and never used, until the table is full.
TCP fake open
Handshakes that look complete and never carry data.
Slowloris
Requests that trickle in to hold a worker hostage.
HTTP GET/POST floods
txAdmin, web panels and APIs behind your server.
HOIC, LOIC and XOR DDoS
Off-the-shelf tools and botnets, recognised by signature.
Game protocol abuse
Traffic shaped like your game, which is where generic scrubbing gives up.
Query floods
A2S, RakNet ping and server-list queries, answered at the edge.
Fake handshakes
FiveM, Source and RakNet joins that never become players.
RCON and BattlEye hammering
Admin ports kept out of reach of the flood.
Custom protocol abuse
Anything new gets a filter once it is seen on the wire.
Seen on our network, last 30 days
Protocols, share of attacks
- UDP90%
- TCP65%
- ICMP39%
- IPv6-ICMP5%
Reflection vectors, attacks they appeared in
- DNS546
- CoAP71
- SSDP / UPnP69
- NTP64
- SNMP54
- WS-Discovery46
- SIP39
- Portmap38
Show your players you're protected
A badge for your Discord, your community site or your server listing. The counter inside it is live and updates on its own every hour. Right now it reads 3,673 attacks stopped in the last 30 days.
HTML
<a href="https://vibegames.com/vibeshield?utm_source=badge&utm_medium=embed"><img src="https://vibegames.com/api/vibeshield/badge" alt="Protected by VibeSHIELD, VibeGAMES DDoS protection" height="56"></a>Markdown
[](https://vibegames.com/vibeshield?utm_source=badge&utm_medium=embed)BBCode
[url=https://vibegames.com/vibeshield?utm_source=badge&utm_medium=embed][img]https://vibegames.com/api/vibeshield/badge[/img][/url]Every VibeGAMES server is protected
VibeSHIELD is bundled with every game server, vserver and bare-metal node. No add-on, no surcharge, no configuration. Just turn on a server and you're already behind it.

