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EmbarkStudios
quilkin
Rust2021–2024
EmbarkStudios / quilkin

quilkin

Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more.

6Distinct people
6Mentions
0Explicit recommenders
1.6KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year6 dated mentions

Observed mentions: 2021-07-15 21:22:12 UTC to 2024-05-30 07:30:29 UTC.

01232021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 2 submissions, 1 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC321
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101

What Hacker News says

6 sources
An example of what seems to be a reasonable usecase for UDP proxy is Quilkin[1] from Google. Made for hosting game servers on Kubernetes, and supports session auth, routing, monitoring, and various other features, some of them using prefix bits in UDP packages. Also used for DOS protection without the traffic hitting the server. Not sure how usable it is but Google actually has a lot of open-source stuff for game hosting on kubernetes with agones + openmatch + quilkin, I am somewhat tempted to play with them at some point. [1] https://github.com/googleforgames/quilkin
In HAProxy 3.0 Released
It sounds very much like your stated goals ("...battle the network and latency, find ways to prevent cheating, and figure out how to make a scalable backend architecture") are very much in alignment with Agones (https://agones.dev) and it's sub-projects Quilkin (https://github.com/googleforgames/quilkin), Open-Match (https://open-match.dev/site/), and Open-Saves (https://github.com/googleforgames/open-saves). Had you explored these at all?
In Show HN: Hathora – Multiplayer Game Development Made Easy
The firewall would need to be able to handle all the DDoS traffic as well, since your current idea would still pass the game server's IP back to a client. This is doable if you're hosting on a cloud provider and let their firewalls filter the traffic before hitting the game server. Embark Studios recently open sourced (in alpha) a UDP proxy[1] designed for games that lets you implement a load balancing layer. This allows you to remove servers in the load balancing layer in the event that it comes under attack, allowing the game server to stay up and only having to disconnect a portion of players connected to the attacked loadbalancer. Having a proxy layer is also how Steam protects game servers using the Steam Datagram Relay[2]. [1]: https://github.com/googleforgames/quilkin [2]: https://partner.steamgames.com/doc/features/multiplayer/ste
Read the rest
In DoS attacks against my online game

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