Native Proxy Support (SOCKS5/HTTP) for Multiplayer (Overcoming Strict NAT, Deep Packet Inspection & Digital Isolation)

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:

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 ASSOCIATE command (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., 127.0.0.1 for 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!

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How would that be more efficient than a system-wide proxy?

That is a fair question, but looking at it purely through the lens of a standard, open network ignores the architectural and economic realities of operating within a heavily restricted network environment.
Forcing a system-wide proxy for a single P2P game is like using a sledgehammer to crack a nut, it introduces massive routing overhead, wastes expensive bandwidth, and breaks domestic infrastructure.

Here are the two main reasons why a system-wide proxy fails in practice:

1. The Split Network Reality: Whitelist vs. Blacklist

In heavily censored regions like Iran (well, I guess ONLY Iran!) , the network architecture is strictly split between local (national) and global traffic. It runs on a severe whitelist system, which functions on the rule:

“You have access to nothing UNLESS I grant you explicit access to what I approve.”

This is fundamentally different from a traditional blacklist system (like the model used in Russia) which says:

“You have access to everything EXCEPT the specific things that I ban.”

When you enable a proxy or VPN system-wide, your entire operating system acts as if it is routing from a foreign IP address. Because of the strict whitelist setup, all essential domestic applications completely stop working. Local banking apps, university portals, tax systems, and government websites aggressively block connections coming from international proxy nodes or data centers.

If we use a system-wide proxy just to play CIU, we are completely cut off from necessary everyday digital services. Native in-app proxying solves this entirely: it allows only CIU to use the tunnel, leaving the rest of the OS operating normally on the local network.

2. High Financial Costs and Background Data Bleed

Unblocked, high-quality global proxy bandwidth capable of evading deep packet inspection is incredibly scarce and expensive.

When you enable a system-wide proxy, every single background process on Windows instantly begins sucking up that high-cost data, Windows Update, browser syncs, OS telemetry, cloud backups, and background antivirus updates. This background bleed rapidly eats up data caps and drives up costs exponentially.

Tunneling only the game client isolates the data usage to just a few megabytes per match, making multiplayer economically sustainable. I know some might say, “just go into settings and disable Windows updates or background syncs,” but manually flipping dozens of operating system toggles back and forth every single time I want to jump into a quick game is a massive, impractical waste of time. The game client should simply handle its own socket routing.

If blocking actions caused CIU to stop working, this would also cover 70% of Internet websites from abroad, and at this point you are more or less doomed to use a system wide solution (usually not even a proxy, this won’t be enough).

We have that in Russia as well, we’re just a bit too good at bypassing these while it’s in its regular mode. The strongest blocks happen during major events and these are straight up IP white list. Not a single bypass would go through that.

Used to be used in Russia a year ago. I think it even depends on the region. The village I spend summer at doesn’t have any form of internet at all today.

Many apps allow different traffic rules for different hosts, IP addresses and apps. Local stuff can be whitelisted and everything else can go through the virtual network. On a side note, who plays CIU while in the banking app?

Stops doing that if you mark the network as a limited traffic one.

Configured in browsers.

Doesn’t eat enough to make a difference.

Switch to manual.

Remove antivirus Switch to manual, or lock it behind the firewall. Plus the same thing as telemetry.

Most of this stuff could also be configured from scripts, in one way or another.

Strictly speaking, I don’t remember seeing much games which could at least let you choose a port (Minecraft comes to mind), and I don’t think I’ve seen game clients with a built-in proxy support to this day.

We are also experiencing protocol block at the moment. What if CIU adds SOCKS5 support, then the government introduced a DPI that actually catches that, and cuts off all SOCKS5 traffic? Introduce a different protocol? This would turn into a pointless and relentless race.

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70% is just too optimistic, the only whitelisted links (“sites” is a big word for this amount of blockage) are Google’s search engine and Github (in a way that you can just open links, you can’t even download the source or releases, also CSS seems incomplete)
When they add links to white list, we call it “unblocking actions”, because “blocking actions” means nothing when everything is already blocked.
I also think you misunderstood what I meant by proxy… I’ll cover that at the end.

Ah.. well, there is no “regular mode” here. If you want to see what I exactly mean, check this post on X
And as you said, “The strongest blocks happen during major events” like wars, and since 28 February 2026, they’ve been using an IP white list, EVEN AFTER THE CEASEFIRE.
And guess what! We’re even good at bypassing that using the methods that I mentioned in the first post.

As I remember, you were a CS student, right? Consider checking them, maybe useful even in Russia!

Ah, then we share the same pain. Now imagine what you’ve experienced country-wide.

I’ve heard that China has a white list system similar to ours, and now you say Russia, well, I didn’t expect more from that triangle!

I think I didn’t understand what you meant…

That was just an example lol

YES! YES! That’s what I meant by pain.

I once force removed Windows Security, and my RAM usage got reduced by 25%, I have no idea what it’s doing.

I know, but let’s be real, who would write scripts?

You’re right, they are not much. But these configurations make it easier to get connected, right?

Then why not to be the first one?
Game clients supporting proxies is a well-established standard. Minecraft natively supports proxy arguments via the JVM, Discord has native proxy settings, Steam utilizes proxy environment variables, and numerous MMO launchers build this in precisely because they know players live in highly diverse network environments.

Adding a simple, standard SOCKS5 hook (RFC 1928) is the cleanest, lowest-overhead way a developer can empower the community to solve their own connection bottlenecks without taking on any technical debt.

Well, before I explain it, I must say it’s NOT about the game or SOCKS5 proxy, I just explained how we get connected using the open-source methods, and how a built-in proxy system would help configure it.
That’s where you misunderstood what I meant by proxy; the concern that “the government will just block SOCKS5 traffic, forcing us into a relentless race” stems from a misunderstanding of local routing.

When a game client supports SOCKS5, zero SOCKS5 traffic goes out over the internet. The game client binds strictly to the local machine’s loopback address (127.0.0.1).

  • The national DPI firewall cannot see or inspect traffic moving locally inside my own RAM and network stack.
  • A local background daemon (like an Xray/v2ray core (for SNI-Spoofing) or a custom proxy client running locally (That MasterHttpRelay does configure a proxy on 2 local ports)) listens on that local port, ingests the game’s raw traffic, and wraps it inside that proxy system. Then the rest is handled by the methods.

As I explained the situation, I believe you already understood that no SOCKS5 proxy works right now, the player simply updates their local background tool for getting connected to the international internet. The developers of CIU would never have to change a single line of code. The game’s native SOCKS5/HTTP implementation remains permanently untouched and functional because it only ever talks to localhost.

NOTE: Our current bypass methods rely heavily on the fact that Google’s search infrastructure and certain clean CDN IPs remain whitelisted. Without those open doors, you’d be right, nothing would get through. But as long as those doors are cracked open, an app-layer proxy hook inside the game client is the ultimate, zero-technical-debt solution to give players direct routing power.

I’ll be honest, I forgot it can be used this way :р

It’s been a while since I’ve touched anything more complicated than amnezia’s warp paired with cloudflare’s 1.1.1.1, so I am out of the loop, and, to be fair, I’d like to remain there, because if I don’t it would mean that blocks became strict enough for me to learn that. I’m constantly fighting the Internet, even when I’m posting here, and I’m a bit tired of doing this on a weekly basis.