Brasil Roleplay
One of the biggest references in Brazilian roleplay. A customer since 2019, in an industry where DDoS is constant.
Most protections look for attacks they already know. Ours does the opposite: it only lets through traffic it recognizes as your game's or your application's. It is always on, included with the service, and every attack shows up in your panel.
Servers exposed to the internet receive attack attempts all the time: automated probes hunting for vulnerabilities, or targeted attacks against an e-commerce on Black Friday, against a growing SaaS, against an API that moves money. But it's the gaming sector where the problem is most visible: for those running a serious server, DDoS isn't "if it happens", it's "when it happens".
Attacks come at critical moments: decisive rounds, playoffs, league finals, streamer broadcasts. Without protection that actually works, the result is downtime exactly when it matters.
SaaS, e-commerce, APIs and public portals suffer application-layer attacks that go unnoticed by generic, volume-based protections.
Today, any server with a public IP is a potential target, and attack tools are more accessible than ever. The myth that DDoS is only a big-company problem has fallen apart.
Traditional DDoS protection works with a blocklist: it knows the patterns of attacks that have already happened and blocks traffic that looks like them. Anything that doesn't look like a known attack is treated as legitimate and gets through.
Because the filter has to know an attack before blocking it, a new kind of attack reaches the server before anyone identifies it.
Every new technique means updating the catalog. Until the update arrives, the server is exposed.
Because the filter works by resemblance, it sometimes treats real players and users as an attack. The server is protected, but nobody can get in.
Some protections start filtering once they detect an attack, which takes seconds to minutes. That is enough time to take the server down.
Instead of looking for known attacks, we block everything by default. The filters were built by reverse engineering each protocol we protect: we studied the real traffic of each game and application and mapped what a legitimate user's connection looks like. Whatever follows that pattern gets through. Everything else stays out.
Since only legitimate traffic is let in, a kind of attack nobody has catalogued yet stays out too. There is no need to identify an attack to block it.
A real player's or user's connection follows a stable, known pattern. Users get through, everything else stays out.
The protection doesn't wait for an attack to start: it filters all traffic all the time. There is no exposure window.
Filtering doesn't increase response time and doesn't send your traffic through another route. Your users won't notice it.
When a new attack vector appears or a protocol needs support, the filters are updated. The protection is monitored and improved all the time.
Filter design varies depending on the type of traffic that needs to be protected. Each application has its own patterns, and generic protection doesn't work for all of them.
Filters built by reverse engineering the FiveM, MTA, SA-MP and Tibia protocols. Each protocol has its own packet pattern, and the filter separates a real player's traffic from attack traffic, from small servers to communities with thousands of players.
Protection against L7 attacks that take web applications down: slow loris, HTTP floods, attacks on API endpoints and form abuse. The filter knows how a legitimate session behaves and blocks whatever strays from it.
In cases like a Tibia OTServ, the attack can hit the game server (ports 7171 and 7172) and the web portal (voting, downloads and status) at the same time. The same protection covers both, with no separate Cloudflare plan for the site.
Every protected IP has a page in the panel with its traffic, the filtered attacks and the protection settings, at any time. It's not a report that arrives by email once a week.
Servers that can't go down. Protection that doesn't fail when it matters.
One of the biggest references in Brazilian roleplay. A customer since 2019, in an industry where DDoS is constant.
Reached 6,000 concurrent players with Hostini. Infrastructure tested at real scale, at a moment of maximum exposure to attacks.
The largest MTA server in Brazil. Migrated to Hostini in 2024 looking for stability, including against DDoS attacks.
Unlike the market, where DDoS protection is sold as an expensive add-on, here it's included in every plan: VPS, dedicated and game servers. No extra cost, no separate activation, no fine print.
Dedicated resources in São Paulo and Virginia, with always-on DDoS protection.
A physical machine that is only yours in São Paulo, with DDoS protection and 24-hour support.
Dedicated filters for FiveM, MTA, SA-MP and Tibia, from small servers to communities with thousands of players.
Included in every Hostini plan, at no extra cost. Up to 30 days to test.
A real person from the team replies, during business hours.