Phaonix Shield
Your FiveM server stays up, even under attack
A reverse proxy that absorbs attacks before they reach your machine. Your real IP disappears, voice never stutters, and your players never notice a thing. At half the going market rate.
$0.0195 per player, per day
- of the market rate
- 50% of the market rate
- absorption capacity
- 500+ Tbps absorption capacity
- points of presence
- 29 points of presence
- to install
- < 5 min to install
What you get
Protection you never notice
Good mitigation is the kind nobody sees: the attack drops, the session carries on.
Filtered on three layers
Volumetric L3/L4 floods are absorbed upstream. At L7, only traffic that genuinely speaks the FiveM protocol gets through — the rest never reaches your machine.
Your real IP disappears
Players connect to the proxy, never to your server. An address nobody can find is an address nobody can attack — that is half the job done.
Voice never stutters
Mumble and PMA-Voice ride a dedicated path. No added latency on voice, including while an attack is under way.
txAdmin shielded
Your admin panel stops being exposed to the open internet. Still reachable by you, invisible to everyone else.
No changes to your code
No resource to install, no script to adapt. You change one line of configuration and restart.
People who answer
A team in Quebec who know FiveM. Not a form that replies in three days.
The path traffic takes
What happens between player and server
Three steps, two of which your players will never see.
-
01
The player connects to the proxy
Your server advertises the proxy address. That is the only address in public circulation — yours appears nowhere.
-
02
Traffic is sorted
Volumetric floods are absorbed at the edge. What remains is inspected: if it is not a real game session, it stops here.
-
03
Only the game reaches you
Your machine receives nothing but legitimate player traffic, over a link only it knows about.
The network
Points of presence close to your players
Traffic enters at the site nearest the player and reaches you by the shortest path. Twenty-nine sites across five continents, all in service, all protected.
- volumetric capacity
- 500+ Tbps volumetric capacity
- always-on stateful filtering
- 14+ Tbps always-on stateful filtering
- time to mitigate
- < 1s time to mitigate
- uptime
- 99.9% uptime
The mechanics
Three layers, three different jobs
Absorbing a few hundred gigabits of flood and recognising a fake FiveM session are two separate problems. We do not solve them in the same place.
-
01
Volumetric — Cloudflare and DataPacket
L3/L4 attacks that simply try to saturate a link are absorbed by our transit partners’ capacity, far upstream of your server. It is a pipe problem, and it is solved with a pipe bigger than the attacker’s.
500+ Tbps of absorption capacity
-
02
Stateful — always on
Filtering never switches off, so there is no detection threshold to cross — and no window of a few seconds where the attack lands while something wakes up.
14+ Tbps · under a second to mitigate
-
03
Application — our own XDP filters
This is the part we write ourselves. XDP filters, running in the kernel before a packet ever becomes expensive to handle, that know the FiveM and RedM protocols: the fake handshakes, the connections that never complete, the listing requests on a loop. A generic filter sees nothing there but valid UDP.
Written by Phaonix for FiveM and RedM
North America 10
- Montréal
- Vancouver
- New York
- Ashburn
- Chicago
- Dallas
- Miami
- Los Angeles
- Seattle
- North Kansas City
Europe 11
- Londres
- Amsterdam
- Paris
- Francfort
- Zurich
- Milan
- Prague
- Varsovie
- Bucarest
- Sofia
- Athènes
Asia-Pacific 5
- Singapour
- Séoul
- Tokyo
- Sydney
- Auckland
Middle East 2
- Istanbul
- Dubaï
Latin America 1
- São Paulo
Capacity figures belong to the network Shield rides on, verified August 2026. The uptime shown is the network’s own, not a contractual guarantee — our service commitments are agreed in the contract.
Setup
Live in under five minutes
Nothing to upload, no code to change.
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01
Pick your plan
Based on your peak player count. You can move up a tier later.
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02
Tell us about your server
The address and port of your machine, plus a name so we can recognise it. This stays private.
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03
Get your proxy address
We configure your point of presence and send you the host to use, with the exact lines to paste.
-
04
Restart
One line in your server.cfg, one restart, and your server is behind the shield.
Pricing
Half the price, for the same protection
A monthly tier based on your peak players. No usage billing, no balance to top up, no surprise at the end of the month.
Shield 64
A server finding its feet
$39.00 /month
$0.0203 per player, per day
Up to 64 peak players
- Unmetered L3/L4/L7 filtering
- Origin IP fully hidden
- Mumble / PMA-Voice untouched
- txAdmin off the public internet
- Unmetered game traffic
- No contract, cancel any time
- Ticket support, in English or French
Shield 128
An established community
$79.00 /month
$0.0206 per player, per day
Up to 128 peak players
- Unmetered L3/L4/L7 filtering
- Origin IP fully hidden
- Mumble / PMA-Voice untouched
- txAdmin off the public internet
- Unmetered game traffic
- No contract, cancel any time
- Ticket support, in English or French
Shield 200
A server that fills up
$129.00 /month
$0.0215 per player, per day
Up to 200 peak players
- Unmetered L3/L4/L7 filtering
- Origin IP fully hidden
- Mumble / PMA-Voice untouched
- txAdmin off the public internet
- Unmetered game traffic
- No contract, cancel any time
- Priority support
Shield 512
A whole network
$299.00 /month
$0.0195 per player, per day
Up to 512 peak players
- Unmetered L3/L4/L7 filtering
- Origin IP fully hidden
- Mumble / PMA-Voice untouched
- txAdmin off the public internet
- Unmetered game traffic
- No contract, cancel any time
- Priority support
- Several servers on one plan
CAD, plus applicable taxes (GST/QST). No setup fee, no contract — cancel any time.
Custom
Beyond 1,000 players
Several servers, a dedicated point of presence, a service agreement. We build the plan with you.
The difference
The same service, half the bill
The going rate at the most established provider on the market sits around $0.043 per player, per day. Here is what that works out to, like for like.
What changes technically
| What changes technically | The common approach | Phaonix Shield |
|---|---|---|
| Volumetric absorption | Whatever the single host routing you can take | Cloudflare and DataPacket 500+ Tbps — more than any botnet on record |
| Packet filtering | iptables rules, in netfilter | XDP, at the network driver The packet is dropped before the kernel allocates a buffer for it. That is the whole difference: at a million packets a second, iptables pays for the allocation and the trip up the stack for every packet it will end up discarding. |
| Protocol awareness | Generic: a well-formed UDP packet is an accepted packet | Filters written for FiveM and RedM Fake handshakes, connections that never complete, listing requests on a loop — all perfectly valid to a filter that does not know the game. |
| Trigger | A detection threshold to cross | Always on No window of a few seconds where the attack lands while something wakes up. |
| Points of presence | Around ten | 29, across five continents |
| Voice (Mumble / PMA-Voice) | The same path as game traffic | A dedicated path |
| txAdmin | Yours to shield | Covered |
| Billing | Metered, with a balance to top up | A fixed monthly tier You know at the start of the month what you will pay at the end. |
What it changes on the bill
| Peak players | Going market rate | Phaonix Shield | You keep |
|---|---|---|---|
| 64 | $82.56 | $39.00 | $43.56 |
| 128 | $165.12 | $79.00 | $86.12 |
| 200 | $258.00 | $129.00 | $129.00 |
| 512 | $660.48 | $299.00 | $361.48 |
Compared against the reference provider’s published rate as of August 2026, normalised to a 30-day month. Taxes excluded on both sides.
Common questions
What people ask us
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A few milliseconds, for the extra hop through the point of presence. In practice a player cannot feel it — and during an attack the trade is overwhelmingly in your favour: without a proxy the latency is not a few milliseconds, it is infinite.
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Yes. Mumble and PMA-Voice ride a dedicated path, with no application-layer inspection to add delay.
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No. Nothing to upload, nothing to change in your code. You change the address your server advertises in server.cfg and restart.
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By your peak players — the highest number connected at once over a day. If you regularly exceed your tier, write to us and we will move you up, with no change fee.
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None. It is a monthly subscription you cancel whenever you like; protection runs to the end of the period you have already paid for.
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Change it at the same time as you move behind the proxy — otherwise the old address stays attackable. Your host can normally issue you a new one; we will walk you through it.
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Because raw capacity is no longer the expensive part: it is bought at scale from the likes of Cloudflare and DataPacket, and the price per gigabit has collapsed. What costs money is people and development — and Shield rides on the billing, client panel and support the studio already runs for its other services. We charge what it costs us plus a normal margin, rather than what the market will bear. There is no introductory discount here: this is the price, and it does not climb after three months.
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The application-layer filtering is: the XDP filters that recognise FiveM and RedM traffic are written and maintained by us. The volumetric capacity is not — it comes from transit partners including Cloudflare and DataPacket, because absorbing 500 Tbps is not a problem a company our size should pretend to solve alone. We would rather tell you that than imply otherwise.
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You stay in control of your own server: advertise your direct address again and you are back online without us. We do not lock you inside our network.