WIREGUARD RELAY FOR GAME SERVERS
No port forwarding.
Ever.
Run one small agent next to your server. It dials out, we hand you a public address, your friends connect. Routers, firewalls, double NAT, the CGNAT your ISP never mentioned. None of it is your problem anymore.
Linux today, Windows next. Already running PackRelay? It's a toggle on the instance.
- HANDSHAKE
- 12s ago
- REGION
- hel
- PRIVATE KEY
- local
The part where everybody gives up
You built the server. It runs. It's fine. And then somebody says "I can't connect" and you lose an evening to a router admin panel from 2011, googling your own ISP, learning what CGNAT means and that the port you needed was never yours to open in the first place.
That wall has nothing to do with your server. It's the internet's plumbing, and no amount of config on your end moves it. So we stopped trying to open a way in and built a way out instead.
A way out, not a way in
Three things happen. You do one of them.
- 01
Your server dials out
The agent opens a WireGuard tunnel to a relay node. Outbound only, which is the one thing every router on earth already allows.
- 02
We hand you an address
A public address and port on our edge, live the moment the tunnel comes up. Paste it into Discord and you're done.
- 03
Players just connect
Traffic hits the edge, goes down the tunnel you opened, and lands in your server. Nothing for them to install. Nothing for you to configure.
One tunnel for the whole box
Every game on a machine shares one agent and one tunnel. Palworld, V Rising, whatever else you run: list the ports it already listens on and that is the whole config.
The address stays put
Restart the game, the agent, or the relay itself and players rejoin on the same address. The public port you were given is yours on that node until you let it go.
Not an open reflector
Server queries are answered behind a challenge, so a relay node can't be borrowed to amplify an attack. The relay's own ports are never handed out, whoever asks.
It tells you the truth
If the tunnel is down, the agent says the tunnel is down. You will never get handed a dead address dressed up as a live one.
KEY CUSTODY
We never hold your keys
Your server generates its own WireGuard keypair and keeps the private half. We only ever see the public one. That isn't a policy we promise to follow, it's the shape of the system. There is no key on our side to leak, lose, or hand over.
The tunnel is plain WireGuard. Public spec, formally analyzed, already sitting in the Linux kernel. You don't have to take our word for any of it, and that's the entire point.
Four regions. One is up.
Relay nodes are ours, run by us, and only marked live once they're carrying players. Pick the one nearest the people joining you.
- EUROPELIVE
Helsinki
helFinland
- US EASTCOMING ONLINE
Virginia
iadUnited States
- US SOUTHEASTCOMING ONLINE
Orlando
mcoUnited States
- US CENTRALCOMING ONLINE
Dallas
dfwUnited States
Today a server is placed on one node and stays there. Moving it automatically when a node goes down, with an address that survives the move, is what we're building next.
Pricing
Enough free to see it work. Paid when it's load-bearing.
$0
Free for good, no card
- 1 server
- 2 GB a day, resets 00:00 UTC
- One region
- Sign in with Discord or GitHub
$2.99/ month
or $28.99 a year
- 3 servers
- No daily cap
- Every region
$7.99/ month
or $76.99 a year
- 10 servers
- No daily cap
- Every region
- Priority placement
Prices in USD. Bandwidth is metered per server on every plan, so you can always see what you've used. Paid plans open with accounts; until then, early access is through the Discord.
When the free day runs out
Your players aren't our customers, and they shouldn't be the ones left guessing. So the limit is gentle, and it says what it is.
- 01
You can see it coming
Ask the agent for its status and it tells you what's left today. No dashboard to dig through, no guessing.
- 02
A grace, not a cliff
At the limit you get 15 more minutes or 10% more, whichever comes first, so nobody gets dropped mid-fight. It's borrowed from tomorrow, so it never adds up to extra.
- 03
The address explains itself
Game traffic pauses, but your address stays reserved. Minecraft and Source-query games like Palworld keep answering the server list with the reason, so your players see why instead of a dead server:
Daily limit reached — resets 00:00 UTC
- 04
Back on its own
At 00:00 UTC it resumes by itself. There's nothing to click and nothing to restart.
Where it is today
Void Sluice is early. Here's what's actually running and what isn't yet, so you don't have to find out the hard way.
RUNNING
- The relay and the Linux agent, carrying players in Helsinki
- The PackRelay panel toggle
- Per-server metering and the daily free limit
- Capped servers that explain themselves (Minecraft and Source query)
NEXT
- Accounts: sign in with Discord or GitHub, pay through Stripe
- Virginia, Orlando and Dallas, coming online
- The Windows agent
- Failover between nodes, with an address that survives it
- Game-port allowlisting and per-server rate limits
Already running PackRelay?
Then there's nothing to download. Void Sluice is a toggle on the instance, and the public address turns up on the status card next to the LAN one you already have.
Stop opening ports.
Start hosting.
One agent, one address, and the keys stay on your machine.
Get early accessEarly access runs through the KitsuneDen Discord.