01 — PRICING CALCULATOR

Find your plan.
Based on your numbers.

Slide the player count, tick the add-ons — the recommended plan and price update instantly. No form, no sales call.

average online800
505k10k20k+
add-ons3 selected
RECOMMENDED
CORE
8 260₽ / mo
  • covers up to 5 000 players online
  • protected IPs — 3
  • filtering up to 800 Gbps
  • add-ons selected — 3 · +3 270
02 — ONBOARDING

3 steps
from signing the NDA to live traffic.

01
Verification
KYC of the server and its owner. We confirm you aren't breaking the Mojang EULA or hosting gray traffic. No key is issued without it.
~ 24 hours
02
Connection
You get an anycast IP. You switch your SRV record or a GRE tunnel to origin. Catch-all proxy mode handles the migration — players move over seamlessly.
~ 15 minutes
03
Live
Metrics, captcha rules, AntiCheat tier, and the chat firewall — all tunable from the dashboard. Webhooks and the WSS event stream work out of the box.
instantly
03 — FAQ

Frequently asked.
12 answers, no fluff.

Yes. We stand up a catch-all proxy with your current IP as the backend, then switch the SRV record. Players already in a session keep going; new ones come through us. A full cutover takes about 5 minutes of TTL.

Yes. The Bedrock UDP protocol passes through the same anycast. The captcha works differently for BE — via Xbox Live identity rather than an HTTP challenge.

We only work with premium and whitelisted servers. Open-entry cracked projects carry too high a risk of abuse. That's a policy, not a technical limitation.

No client-side injection of any kind. The anticheat runs purely in-line on our edge: it inspects network traffic and behavior, and never patches the client. Online boost is flagged as “visual,” doesn't affect gameplay, and never impersonates the Mojang API.

Any situation where our anycast fails to accept traffic to your IP for more than 60 seconds straight. Attacks don't count as downtime — that's exactly what mitigation is for. Compensation is pro-rated by the hour as credit toward the next month.

Connection metadata (IP, ASN, country, version, client, duration) — 30 days on CORE, one year on BLACKLINE. Chat and packet contents are never recorded, except when you've explicitly enabled pcap sampling (BLACKLINE only).

Yes, BYOIP is available from the CORE plan up. We sign an LOA and announce your prefix from our AS. We're happy to help you buy a /24 from RIPE brokers — currently around 35-40 EUR/IP.

REST: 200 req/min per key. The WSS event stream has no limit but is single-tenant. The gRPC stream has a separate quota, agreed on a case-by-case basis.

No. By default the challenge only appears on a trigger (CPS flood, hosting ASN, while under attack). A regular player on a residential IP will never see the captcha in their entire history. The pass rate for real players is > 99.4%.

It's a separate product you enable deliberately, affecting only the `players.online` field in the server status. It has no effect on joining the game, there are no fakes in chat, and the tab list shows real players. If you're not comfortable with it, just leave it off.

Real-time alerts (attacks, overload, bans), the `/status`, `/whois`, and `/captcha-rules` commands, and incident export. No webhook setup needed — we hand you a ready-made bot for your dev chat.

NODE: email within 24h. CORE: Telegram chat within 1h. BLACKLINE: a 15-minute SLA on P1, plus a dedicated security engineer for your project.

© CASTGAME · 2026 · closed networkHomeNetworkIncidentsDemoResourcesstatus · ● operational
LEGALTermsPrivacyOfferSLAAUP