A query port every browser reads
The in-game browser, Steam and every third-party list send a small query to UDP 27015 and read back the name, map, player count and ping. Close it and the server runs but nobody finds it.
ARK is covered by a port preset, not a protocol validator. The preset opens the game port and the Steam query port with a ceiling on each, and every packet passes the address and transport checks and the behavioural engines. Prism does not read the ARK protocol, and we would rather you knew that before you order.
| Port | What it carries | Exposure | In the preset |
|---|---|---|---|
| UDP 7777 | Game traffic, set by ?Port= in the launch string. | Open to players | Yes |
| UDP 27015 | Steam queries, set by ?QueryPort=. What every server browser reads. | Open to players | Yes |
| UDP 7778 | Raw socket traffic, Survival Evolved only, always the game port plus one. | Open only if you use it | Add it yourself |
| TCP 27020 | RCON, off by default. No encryption on the password. | Restrict to your own addresses | Add it yourself |
A rule is TCP or UDP, never both.
These are the surfaces they do describe.
The in-game browser, Steam and every third-party list send a small query to UDP 27015 and read back the name, map, player count and ping. Close it and the server runs but nobody finds it.
ARK RCON is off by default, listens on TCP, and carries the admin password with no encryption. ServerAdminPassword is both full in-game admin and the RCON password.
Each map is its own process with its own game and query port, so a three-map cluster is three sets of rules to open and three sets of ceilings to fit.
The diagram stops where the checking stops.
Blocked sources and structurally malformed packets end here, at the lowest cost, exactly as on every other port.
Spoofed and stateless floods are separated from traffic belonging to a real conversation, and the packet-rate ceilings on each rule apply. The preset ships UDP 7777 and UDP 27015 each with its own whole-port ceiling, the query port much lower than the game port.
Learns the payload pattern of an in-progress attack and blocks it, without a rule being written first. It needs no validator.
Timing regularity, reputation and tier demotion judge how a source behaves rather than what its payload says, which is why they work on a port with no validator.
No validator ships for ARK. On a ARK rule the Protocol validation (L7) switch renders dim and reads "This service has no protocol validator. No effect on this one." A flood that uses the right port, stays under your ceilings and looks like nothing the behavioural engines recognise can reach your server.
Checked on every ARK ruleNot checked
One click writes UDP 7777 for the game and UDP 27015 for queries. Survival Evolved also uses the game port plus one, UDP 7778, which the preset does not open; ask the server with ss -lunp | grep ShooterGame and add a rule for what it bound.
Applying a preset adds its rules, it never replaces yours, and applying it twice adds a second copy. A server holds 15 inbound rules, so check the table afterwards.
| Protocol | Port | Policy | Status |
|---|---|---|---|
| UDP | 7777 | 25K pps | Enabled |
| UDP | 27015 | 5K pps | Enabled |
Quick setup: apply a preset for a common workload
Because of the game port plus one behaviour, give each map its own game and query port with a gap: 7777 with 27015, 7779 with 27017, 7781 with 27019. Each pair needs its own rules.
Read the guideAn RCON password sent in the clear, or a weak ServerAdminPassword, is a valid login on a port you opened. Keep RCON off the internet and reach it over an SSH tunnel.
Read the guideAn ARK server holds the whole map, every structure and every tame in memory at once, and it does not shrink until you restart. On a machine with 1 or 2 GB of RAM it starts, loads for minutes, then dies. No configuration fixes that.
One map. A bare map needs several gigabytes before anyone connects, and a busy modded map considerably more. Start with room to grow and measure.
A cluster. A cluster shares saves, not resources. Each map is its own process with its own memory and its own ports, so three maps is three of everything.
Measure your own server with ps -o pid,rss,etime,args -C ShooterGameServer at your busiest hour, then again a week later. The gap is your real growth rate.
What every ARK server on Clouduxe starts with.
No. ARK has a port preset, not a protocol validator. Its rules get the layer 3 and layer 4 checks, your packet-rate ceilings, the zero-day signature engine and the behavioural engines. The Protocol validation switch has no effect on an ARK rule.
No. The same filter and the same upstream capacity protect every plan in every region.
UDP 7777 for the game and UDP 27015 for Steam queries. Survival Evolved also uses UDP 7778, the game port plus one. Survival Ascended does not. RCON is optional, on TCP, and should stay off the internet.
UDP 27015, the query port, is closed or is not the port the server actually uses. That is the cause of almost every report of this kind.
No. On 1 or 2 GB of RAM the server starts, loads for several minutes, then dies during world load or when the first players join. A bare map needs several gigabytes before anyone connects.
The one closest to your players: Mumbai for India, Singapore for Southeast Asia, Limburg for Europe. Protection is identical in all three.
The same 17 Tbps upstream and the same filter on every plan, in every region, enabled from the first boot.