How Void Sluice gets players in without opening a port
Your server dials out to a relay, players join the relay, and the traffic comes back down the tunnel your server opened. What that means for you, and what it does not do.
6 min read
Every wall in these guides has the same shape. NAT, CGNAT, double NAT, a firewall: they all block connections coming in that nobody asked for.
None of them block your server calling out. They can't. If outbound didn't work, nobody in your house could load a web page.
So we stopped trying to open a way in, and built a way out instead.
The tunnel (teal) is opened from your side, so no wall has to let anything in. The dashed hop is ordinary game traffic, same as joining any server.
- 1The agent next to your server dials out to a relay node over WireGuard. It's an outbound connection, so every router, NAT and firewall already allows it.
- 2The relay gives your server a public address and port, and holds the other end of the tunnel.
- 3Players join that address like any normal server. Their traffic goes down the tunnel your server opened, and the replies come back up it.
What you do
You run the agent on the same machine (or the same network) as your game server, tell it which ports your game already listens on, and link it to your account. The address shows up the moment the tunnel does. Paste it into Discord.
One agent covers every game on the box. Running Palworld and V Rising side by side is one tunnel, two addresses.
Right now the agent runs on Linux. Windows is next. It's early, and access is through early access while accounts open up.
What your players do
Nothing new. They type the address into the game. No VPN, no client, no "join my network first". As far as their game knows, your server lives at the relay.
That has a nice side effect: they connect to the relay's address, not your house's, so your home IP isn't handed out to everyone who joins.
The honest bits
There's an extra hop
Traffic goes player, relay, your server, instead of player, your server. That adds some ping, and how much depends on where the relay is. Pick the region nearest the people joining you.
What's encrypted, and what isn't
The tunnel between the relay and your server is WireGuard, so the leg that crosses the open internet to your house is encrypted. The hop from a player to the relay is ordinary game traffic, because the game client speaks the game and not WireGuard. That's true of every relay, and anybody selling you an encrypted hop from the player is selling you something.
We never hold your key
Your server generates its own WireGuard keypair and keeps the private half. We only ever see the public one. There's no key on our side to leak, lose or hand over, because it was never there.
It won't open everything
Only the game ports you list get published. The agent refuses admin and RCON ports outright, because a remote control for your server has no business on a public address.
The free tier has a daily limit
2 GB a day, resetting at midnight UTC, which is a comfortable evening for most games. When it runs out, your address stays yours, and games that support it show "Daily limit reached" in the server list instead of just going dark. More on that in pricing.
Compared to the other fixes
- Port forwarding is free and has no extra hop. Use it if you can. It needs your router to hold your public address, and a lot of routers don't.
- A VPN like Tailscale gets through anything, but every player installs it and joins your network.
- Renting a server works, costs monthly, and moves your world off your machine.
- A relay works through any of the walls, players install nothing, and your server stays where it is. The cost is the hop.
Or skip all of this
Void Sluice gets players into a server behind any of these walls without you touching the router. Your server dials out, we hand you an address, your friends connect.
Keep reading
- Why your friends can't join your game serverThe server runs, you're in, and nobody else can connect. Here's what's actually in the way, how to tell which problem you have, and what fixes each one.
- What NAT is, explained like you're humanYour router shares one internet address between every device in your house. That trick is called NAT, and it is the reason nobody outside can reach your server.
- Port forwarding, and why it keeps not workingPort forwarding tells your router where to send traffic nobody asked for. It's the classic fix for hosting a game, and here's every reason it quietly fails.