Hello InterAction Studios and fellow recruits,
It’s been a long long time since my last post/I played CIU, I am writing this from Iran under a reality that is incredibly difficult to convey. According to network monitoring organization NetBlocks, our country is currently entering its 13th consecutive week of a near-total nationwide internet blackout, surpassing 2,016 hours of absolute digital isolation from the outside world. During severe infrastructure disruptions like this, traffic plummets by over 90%.
For those of us trapped in this conflict zone (yeah, pointing to the war) with severe physical and digital restrictions, diving into Chicken Invaders Universe (CIU) is more than just a hobby—it is our primary anchor for entertainment, mental escape, and sanity. However, if the developer checks the player base analytics, you will notice a massive, sudden drop-off of players from Iran over the last 2 to 3 months. We have been completely forced offline.
Connectivity is so volatile right now that as I write this, I don’t even know if I will still be online an hour from now. Most people are completely unable to connect to the outside world. The few who can manage it are forced to choose between paying exorbitant prices for specialized VPNs that get blocked days later, or relying on complex, free open-source workarounds to pierce the firewall.
But even when we manage to get an internet connection back up, we face a fatal roadblock: CIU remains completely unplayable.
The Problem: Why Traditional Solutions and Current Workarounds Fail
Because CIU relies heavily on a Peer-to-Peer (P2P) architecture for its gameplay sessions, the master server only introduces players, leaving the actual data transfer to direct UDP traffic. While this works beautifully under ideal network conditions, it completely falls apart under two specific scenarios:
1. Extreme Network Censorship, DPI, and CDN Blacklisting
The censorship we face has advanced past standard blocks into state-sponsored Deep Packet Inspection (DPI) and strict protocol filtering. The tech community here relies on highly advanced, open-source circumvention projects, including:
- Domain-Fronting Relays: (such as masterking32/MasterHttpRelayVPN)
- TCP-Layer Out-of-Window SNI Spoofing: (such as patterniha/SNI-Spoofing, which injects a fake TLS ClientHello with an incorrect TCP sequence number to trick DPI firewalls)
While these tools are brilliant, they are currently failing to fix gaming traffic. The national firewall has begun aggressively blacklisting all known clean IP ranges from Cloudflare, global CDNs, and major reverse-proxies. Standard global VPNs are blocked instantly, and traditional fallback advice—like “just use 1.1.1.1” or “configure port forwarding”—is entirely useless because the underlying network protocol itself is being mangled or dropped at national gateways.
Because our circumvention tools now rely on shifting traffic through highly specific, shifting local loopback environments, CIU cannot communicate with them because the game client lacks a native option to route its socket traffic through a local proxy. Standard game diagnostic tests throw a “Symmetric NAT” or connection failure error, completely locking regional players out of multiplayer.
2. Carrier-Grade NAT (CGNAT) & Strict NAT
Millions of players globally are assigned Symmetric NAT types by their ISPs. Traditional port forwarding, DMZ, or UPnP configuration on local routers simply does not work for them because the external port mapping changes dynamically per destination IP.
The Proposed Solution: Native Proxy Configuration with UDP Associate
Instead of forcing the game engine to handle complex censorship circumvention natively, the most realistic solution is to allow the CIU client to route its outbound socket connections through a local or custom proxy server.
We urgently need a dedicated Network Configuration section within the CIU Settings/Network Wizard that allows players to manually input proxy parameters before the game binds its outbound network sockets:
- Proxy Protocol Support: SOCKS5 and HTTP/CONNECT tunneling.
- SOCKS5 UDP Associate (Crucial): Since CIU multiplayer runs on UDP, the client must support the standard SOCKS5
UDP ASSOCIATEcommand (RFC 1928). This allows the client to open a TCP control connection to the local proxy, request a UDP relay mapping, and safely encapsulate the game’s P2P UDP data frames inside the local tunnel, shielded from gateway DPI. - Loopback Configuration: Simple fields enabling the game to pipe traffic cleanly into our running background circumvention daemons or private proxies:
- Proxy Type: No Proxy / SOCKS5 / HTTP
- Host/IP: (e.g.,
127.0.0.1for local loops) - Port: (e.g.,
10808,2080, etc.) - Authentication: (Optional: Username/Password)
Why This Benefits the Entire Global Community
Implementing native proxy configuration resolves severe multiplayer networking friction across the globe without putting a strain on developer resources:
- No Engine Architecture Rewrite: This does not ask you to change your core P2P multiplayer framework to an expensive, dedicated client-server model, which would be financially and technically demanding for an indie game. It merely changes how the local application socket chooses its initial outbound network path.
- Empowers the Player: It leverages standard networking protocols. Players facing complex local ISP restrictions or national blockades can handle the configuration on their end, giving them a fighting chance to join the universe.
- Bypasses Strict NAT Environments Worldwide: This isn’t just a localized patch for one country. It structurally resolves multiplayer accessibility for anyone trapped behind strict university dorm networks, corporate firewalls, or restrictive CGNATs worldwide, giving players far greater control over setting up a stable, optimized multiplayer connection.
A Request for Digital Resistance
We understand completely that managing international network infrastructure firewalls or regional connectivity crises is not your direct responsibility as the game developer. However, by introducing these native routing configurations into the game client, you aren’t merely adding a niche setting—you are actively supporting digital resistance for players trapped in severely restricted regions, allowing us to keep a vital door open to the outside world.
Thank you so much for putting your heart into creating such an incredibly deep, polished, and remarkably cool game. It means a great deal to us, especially right now, to protect our mental space when everything else is chaotic. We hope the team and the community will consider implementing this lifeline in the next network update so we can keep the skies open for recruits everywhere and return to the fight!