Can I keep players’ IP addresses hidden in a hosted multiplayer game?

November 6, 2026 4 answers
Asked by FableKite

I’m working on a multiplayer game where one player can host a session. If players connect directly, can the host see their IP addresses, and what can I do to avoid exposing them to other players?

Answers

meltedhour

With a direct peer-to-peer connection, assume each endpoint can learn the public IP address of the other endpoint. The network needs an address to send packets back, and a player hosting the session can often inspect incoming connections. A game client can make that harder to notice, but it cannot reliably hide the address while still connecting directly.

If hiding peer IPs is a requirement, route traffic through a relay or have everyone connect to a dedicated server. Those options change who can see the players’ addresses: the relay or server still receives network connections, but players need not connect directly to one another. Check the provider’s current behavior and configuration rather than assuming a platform always relays traffic.

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R0AM

For a small game, a relay service is usually the practical middle ground. Players connect to the relay, which forwards game traffic, so they see the relay endpoint rather than each other’s public IPs. You’ll want to account for relay cost, latency, availability, and what happens if relay setup fails.

A dedicated server gives you more control and avoids making a player’s machine the authority, but it also means operating servers. Direct connections are simpler infrastructure-wise, with the tradeoff that peers may learn each other’s IPs.

pipsqueak_27:

So a relay can hide addresses from other players, but not from the service running the relay?

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Tarnish!

An IP address is not a password, and every server you connect to can generally see the public address your connection comes from. Still, it can reveal approximate location or be used to direct unwanted traffic at a connection, so it’s reasonable to avoid exposing it to other players when your design can support that.

Don’t promise that an address is hidden if your game allows direct peer connections. Explain the connection model clearly, and avoid retaining IPs in logs unless you have a specific need and a sensible retention policy.

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velvet.anvil

One distinction that gets blurred is local hosting versus a local network. If a player runs the host on their own machine and others connect over the internet, that is still a direct internet connection unless a server or relay sits in between. If everyone is on the same local network, they may see local network addresses instead, but that is a different setup.

Also, a VPN can change the address visible to a peer, but it shifts trust to the VPN provider and can affect connection quality. It is a player-side workaround, not a substitute for designing your game around relays or servers.

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