Locations & network

Latency is a feature.
We treat it like one.

01 / The map

// live   coming soon   planned — demand decides the order

02 / How traffic reaches you

Filtered before it ever touches your server

Every packet crosses DDoS filtering at the edge before it reaches a CoreNodeX node. Volumetric floods and protocol attacks are scrubbed upstream; clean player traffic passes at wire speed.

  • Always-on mitigation — no "activation delay" while your server burns.
  • Game-aware profiles — filtering tuned for game UDP traffic, so protection doesn't cost you players.
  • Premium transit & peering — multiple upstreams per site, routed for latency, not for our bandwidth bill.
players attackers edge filter scrub · rate-limit dropped ✕ your server

Want a region we haven't lit up yet?

New locations come online where communities ask for them. Tell us where your players are.