plexa
Network defence

What is a DDoS attack?

How these attacks work, how we keep them out, and every figure we record about the traffic that reaches us, live.

  • A flood, not a break-in

    A DDoS does not hack anything. It buries the server in junk traffic so real players cannot get through.

  • Nothing is lost

    Your character, cars, money and items are saved on the server. An attack can knock you off, but it cannot touch your progress.

  • Minutes, not hours

    Our network is watched around the clock, and we work directly with X4B, a DDoS protection network built for game servers. Attacks are spotted as they start and filtered out.

  • It is a crime

    Launching or paying for a DDoS is a criminal offence in the UK, across the EU and in most of the world. We report every attack to the police.

Updates every 10 seconds

Network defence

Counted every minute on our own network. We never publish addresses, ports or filter settings.

Monitoring

Traffic is normal. Our defences are on and the network is watched around the clock.

Updated
Attacks handled
Probes turned away
Junk packets blocked
Biggest spike
Data received
Last attack

Incoming traffic, last hour

Packets a second, each minute

Spikes, last 24 hours

Peak in each 15 minutes

Data received, per day

Junk blocked, per day

Attack record

Every attack and probe we have recorded. Each links to its incident report when one was opened.
WhenTypeLengthPeakBlockedDisconnectsReport
The basics

What a DDoS actually is.

DDoS stands for distributed denial of service. Strip away the jargon and it is a traffic jam, made on purpose.

Imagine the only road into the city. Normally it carries a steady stream of cars: that is you and everyone else playing. A DDoS is someone sending thousands of empty lorries down that road at once. Nothing is wrong with the city itself, but nobody real can get in.

In computer terms, everything you do in game is sent to the server as tiny messages called packets. The server reads them one by one. Flood it with millions of fake packets and it spends all its time reading junk. Your real packets wait in the queue, and after a few seconds your game gives up.

Denial of service means stopping a service from working. Distributed means the traffic comes from lots of places at once, which is what makes it so much harder to stop than one person on one connection.

What a DDoS doesReal players (green) stuck in a queue behind a flood of junk (red) FIG. 1What a DDoS doesReal players (green) stuck in a queue behind a flood of junk (red) The interneteveryone sending to us at once The one road into the serverit can only carry so much at a time Game serverreads incoming packets one at a time Your packet Busy reading junk97% 5s Connection timed outThe server stopped answering. After a few seconds with no answer, your game gives up.Nothing on the server is broken; your messages simply never got read.
Real players’ traffic stuck behind a flood of junk.

The three ways to drown a server.

Almost every DDoS is one of these, or a mix. They differ in what they try to run out of: the connection, the machine, or the software.

Volume

Fill the pipe

Send more data than the connection can carry, like blocking a road with enormous lorries. Measured in bits per second. The biggest attacks on record run to several terabits a second, far more than any single server’s connection.

Packets

Exhaust the machine

Send huge numbers of tiny packets. Each one is light, but the server must stop and look at every single one. Measured in packets per second. This is the kind we see most, and the kind that hit us on 20 October.

Requests

Look like a real visitor

Send requests that look like real players or real web visitors, so they are hard to tell apart and each one costs the server real work. Measured in requests per second. These are aimed at websites more than game servers.

A normal night and the attack, on the same scalePackets a second reaching our network each minute, 20 October 2026, UK time FIG. 2A normal night and the attack, on the same scalePackets a second reaching our network each minute, 20 October 2026, UK time packets a second0100k200k300k400k500k00:1500:2500:3700:4500:5501:09 475,187 a second at 00:37about 800 times a normal night The same minutes, zoomed in 600 times 0800 a second A normal night Players onlineeveryone knocked off within two minutes0714 Source: our own per-minute network samples.
A normal night next to the 20 October attack, drawn on the same scale. The normal traffic is there; it is just too small to see.
How they are built

The tricks behind an attack.

Attackers rarely use their own connection. They borrow other people’s, lie about where traffic comes from, and get innocent servers to do the heavy lifting.

  1. 01

    Botnets

    Ordinary home computers, routers, cameras and phones around the world, infected with malware and remote-controlled, almost always without their owners knowing. Each sends a little traffic; tens of thousands together make a wall. Attackers rent them by the hour.

  2. 02

    Spoofed addresses

    Every packet carries a return address, like the back of an envelope, and nothing on the internet checks it is true. Attackers write made-up ones, so one machine can look like a hundred thousand senders and blocking addresses stops working.

  3. 03

    Reflection

    The attacker sends a small question to someone else’s server, with your address written as the sender. The answer, often much bigger, lands on you. Thousands of innocent servers end up attacking a target they have never heard of.

  4. 04

    Switching targets

    Attacks rarely sit still. They hop between servers and come back in waves, testing whether the defences are the same everywhere and making the attack harder to pin down.

Two kinds of junkBoth waves fired tiny packets at the game servers, but they hid in different ways FIG. 3Two kinds of junkBoth waves fired tiny packets at the game servers, but they hid in different ways Wave 1: a botnetthousands of infected devices, remote-controlled home routerCCTV cameraold laptopsmart TVphonebaby monitorset-top boxdesktop PCNAS driveOur server Real addresses, so they can be blocked once spotted.203.0.113.17blocked203.0.113.86blocked198.51.100.140blocked203.0.113.201blocked Wave 2: fake addressesa few machines pretending to be thousands from: 192.0.2.44from: 198.51.100.7from: 203.0.113.250from: 192.0.2.181(made up) from: 198.51.100.99from: 192.0.2.3from: 203.0.113.64from: 198.51.100.212(made up) from: 203.0.113.9from: 192.0.2.120from: 198.51.100.38from: 203.0.113.177(made up)Our server Made-up return addresses, so blocking them is pointless.Example addresses from the documentation ranges. The front door stops both: neither kind ever completes the knock.
The two waves of 20 October: one from a botnet of infected devices, one from made-up return addresses.

Why game servers are a favourite target.

A website can make you wait half a second and you would never notice. A game cannot.

Inside the post roomThe part of a game server that opens every incoming message before the game sees it FIG. 4Inside the post roomThe part of a game server that opens every incoming message before the game sees it Incoming Thrown away unreadincluding real players’messages (green) Post roomopens every message, one at a time Busy 80-97% The gamestill running fine, just not hearing from you server ticks Our front door now stops the junk before it ever reaches the post room.
The server’s post room: junk piles up at the door while the game itself keeps running.

A game is a conversation in real time. Your game and the server swap small messages many times a second, and if they stop hearing each other for a few seconds, the game gives up and disconnects you. That makes a game far easier to disrupt than a website.

A game server has one part whose only job is reading incoming traffic. Think of it as the post room. Your movements, your car and your chat all arrive there first. In an attack, the post room is buried in junk letters. The rest of the server, the part that runs the world, carries on perfectly well; it just stops receiving your messages.

That is also why an attack never costs you progress. Nothing is broken and nothing is lost. The road in is blocked, and as soon as it clears you drive straight back in.

How we defend

Six layers, from the outside in.

No single defence stops every attack. Each layer catches what the one before it lets through, and the Phytoventures team behind Plexa watches all of them, around the clock, working directly with X4B.

Outer layer

X4B, our protection network

We work directly with X4B, a DDoS protection network built for game servers. All game traffic reaches us through X4B, so big floods are spotted and filtered far out on the internet, before they ever reach our servers.

Edge firewall

Speed limits and a block list

Every sender has a sensible speed limit, far above anything a real player needs. Traffic that attackers like to bounce off other people’s servers is refused, and machines caught attacking us go on a permanent block list.

Front door

Only real players get in

Before your game sends any game traffic, it makes a normal web connection first. A fake address cannot complete that step. So we keep a list of players who connected properly, and everything else is thrown away at the door before the game server sees it.

Every other door

Nothing open that does not need to be

When someone tries one door, you check all of them. Internal services are closed to the internet entirely, so there is nothing else for an attacker to lean on.

Around the clock

Watched every minute

Traffic, server health and player connections are measured every minute. Our network security team is alerted the moment something looks wrong, day or night, with which server is targeted and whether players are affected.

Afterwards

Every attack makes the next one harder

Each incident is studied afterwards: what it looked like, what got through, and what we can build so it does not get through next time. The front-door check on this page exists because of one attack.

Every layer junk has to get throughJunk has to get through every layer to reach the game. Real players pass straight through. FIG. 5Every layer junk has to get throughJunk has to get through every layer to reach the game. Real players pass straight through. X4Bfilters floods farout on a networkbuilt for gameserversEdge firewallspeed limits,refused reflectiontraffic and a blocklistFront dooronly players whoconnected properlyget inClosed doorsnothing else is opento the internetGame serveronly real playersarrive ● real players■ junk Watched every minute, around the clock, with alarms on every layer
Our layers of protection, from the outside in.
The front doorOnly players who connected properly get onto the guest list FIG. 6The front doorOnly players who connected properly get onto the guest list Real playeryour game 1. Knocks firsta normal web connection2. Reply comes backso it is really you Front doorchecks the list 3. On the list Game serverplays as normal Guest list✓ player 1184✓ player 0927✓ player 2201✓ you, just now Fake senderwrites someone else’s address from: 198.51.100.23 The real owner of that addressnever asked, so the reply goes nowhere Not on the listDropped at the door, before theserver sees it 128,089dropped at the door intwo minutes, 20 October Your game does the knock by itself when you join. You never notice it.
The front door: players who connected properly go straight in; fake senders are turned away.

Did it work?

Two hours after the main attack on 20 October, someone tried again. A single machine started firing about a thousand packets a second at the English server. It had never played and never connected properly.

The front door turned away about 128,000 of its packets in two minutes. The players online saw nothing: no lag, no timeouts. The alarm went off in our security channel while it was happening, and the sender went straight onto the block list.

We do not see an attack as a defeat. Every attempt shows us what attackers are trying and how their traffic looks, and every attempt makes the next one harder.

Read the full 20 October write-up

Did it work?Players online during the main attack, and during the test two hours later. UK time, 20 October 2026. FIG. 7Did it work?Players online during the main attack, and during the test two hours later. UK time, 20 October 2026. The main attack00:15 to 01:09, before the front door packets a secondpeak 475,187 players online0714 00:1500:4201:09 Players knocked off: everyoneThe test02:10 to 02:44, after the front door packets a secondpeak 1,255 players online0714 02:1002:2702:44 Players knocked off: nobody128,089 junk packets turned away in two minutes
Players online during the main attack, and during the test two hours later that nobody noticed.
Since then
  • Done

    Protection further up the road

    We now work directly with X4B. Game traffic comes in through their network, built for game servers, so junk is filtered out long before it reaches us.

  • Done

    Separate roads

    The websites and the game servers now have separate routes in, so an attack on one cannot slow the other down.

  • Next

    An even faster front door

    Moving the filter to the very first point where traffic enters the server, so throwing junk away costs almost nothing.

If it happens

What you will see, and what to do.

If you are ever knocked off along with everyone else, this is what is going on and how you can help.

  1. 01

    Everyone freezes

    The world stops moving, a timer starts counting, and after a few seconds your game says the connection timed out. Everyone on the server sees the same thing at the same moment.

  2. 02

    Wait a minute, then rejoin

    Most attacks are filtered within a minute or two. Rejoining straight away usually works. Your character is exactly where the server last saved them.

  3. 03

    Check what is going on

    This page shows live traffic and whether an attack is in progress. The connection check tells you if anything is blocking you personally.

  4. 04

    Tell us the time

    If you were knocked off, open a ticket with the time it happened and your time zone. We line it up with our traffic records and tell you exactly what was going on.

A DDoS is a crime. It is never worth it.

Some people treat DDoS attacks as a prank or part of gaming culture. The courts do not.

  • In the UK stopping a computer system from working properly is an offence under the Computer Misuse Act 1990, with a maximum sentence of 10 years in prison.
  • Across the EU including the countries our Balkan community lives in, deliberately disrupting a computer system is a criminal offence under national laws based on the EU directive on attacks against information systems. The US and most other countries have similar laws.
  • Paying for one counts sites that sell attacks call themselves stressers or booters and claim to be for testing your own server. Using one on someone else’s server is still an attack, and buying it makes you part of it.
  • It is not anonymous police forces around the world, including the UK’s National Crime Agency, take down attack-for-hire sites and seize their customer lists. Under an international operation called PowerOFF, dozens have been shut down and their users warned, arrested and charged. Some of those sites were run by the police all along.

A few minutes of people being disconnected from a game, in exchange for a criminal record, a seized computer and a permanent ban from the communities you were part of. If you have a problem with us, open a ticket. We would much rather talk.

What a stresser really costs youBooter sites sell minutes of disruption. This is the real bill. FIG. 8What a stresser really costs youBooter sites sell minutes of disruption. This is the real bill. STRESSER.EXAMPLEOrder #4471 · 10-minute plan People disconnected from a gamethen blocked anyway10:00 Prisonup to 10 years, Computer Misuse Act 1990✕A criminal recordshows up on job and visa checks✕Devices seizedcomputer, phone and consoles✕Travel restrictionssome countries refuse entry✕Permanent bansfrom every community you were part of✕Your name on a seized customer listpolice take booter sites down✕ TotalNever worth it NOT WORTH IT Ten minutes against ten years 10 minutes of disruption Up to 10 years in prison× 525,960 → The prison bar would be 525,960 times longerthan this one. It does not fit on any page.
What a stresser really costs you.
Reported

Every attack is reported

We report every attack on our network to the UK authorities and send them our forensic evidence: traffic captures, timings and the records our systems keep. We are in regular contact with:

Know something about an attack on us? Tell us through support, or report it to Report Fraud yourself.

FAQ

Frequently asked.

The questions players ask us most after an attack.

Can a DDoS steal my account or my data?

No. A DDoS floods a server with traffic; it does not break into anything. Accounts, passwords and characters are not exposed by it. It is a traffic jam, not a burglary.

Will I lose progress if I am knocked off?

No. The game server keeps running during an attack and saves as normal. You are disconnected because your game cannot hear the server for a few seconds, not because anything broke.

Why not just block the attacker?

There usually is no single attacker to block. The traffic comes from thousands of infected devices, or from made-up addresses that belong to nobody. That is why we check that a player is real instead of chasing who is fake.

Is it another player doing this?

We do not guess, and we will not point fingers without evidence. The attack traffic we have seen came from infected machines and fake addresses, none of which had ever played on our servers. Anyone can rent that.

Why not put the game servers behind Cloudflare like the websites?

Cloudflare’s standard protection is built for websites, and our websites do sit behind it. Game traffic works differently and needs a network built for it, so our game servers sit behind X4B, a protection network made for game servers that we work with directly. It filters attacks far out on the internet before they reach us.

How do you know it is an attack and not just a busy evening?

A busy evening is a few hundred extra players. An attack is hundreds of times more traffic than normal arriving in seconds, mostly from senders that never connected properly. We measure every minute, so the difference is obvious.

Do you publish the addresses of attackers?

No. We never publish addresses, ports or our filter settings, on this page or anywhere else. Every attack is reported to the police, with our forensic evidence, and to the networks the traffic came from.

What do the figures on this page count?

Data received is everything that reached our game servers and sites, real and junk together. Packets blocked are junk our filters threw away before they reached a server. An attack is a large flood; a probe is a smaller burst, usually someone testing whether our defences are still up.

The words, explained.

Packet
A small parcel of data. Everything you do in game, walking, driving or talking, travels as packets.
Packets a second
How many packets arrive each second. A normal night for us is a few hundred to a few thousand; the biggest attack we have recorded is in the live figures above.
Bandwidth
How much data a connection can carry each second, usually in megabits or gigabits.
Botnet
A network of infected devices, controlled remotely and rented out to send attack traffic.
Spoofing
Writing a fake return address on a packet so it cannot be traced or blocked by address.
Reflection
Bouncing traffic off someone else’s server so the replies land on the target.
Amplification
Reflection where the reply is many times bigger than the question, multiplying the attack.
Scrubbing
Filtering attack traffic out on a large network before the clean traffic is passed on to the target.
Probe
A small burst of traffic used to test whether a target’s defences are up, often before a bigger attack.

Knocked off, or can’t get back in?

Check whether anything is blocking you, see the live state of every service, or tell us what happened and when.