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Co-op · Survival

Proxy for Raft: How Does the Network Work in a Co-op Session?

In Raft, a multiplayer session connects not to a central game server but to a world hosted by one of the players. This structure makes the proxy question different from that of classic client-server games: the traffic that can be routed and the traffic that keeps the session alive are not on the same layer.

The scope of this page

01
Two protocolsThe TCP side of session setup and the UDP side of the game stream.
02
Two clientsThe difference between the platform client and the game's own network stack.
03
Region behaviourKeeping the account-bound store region separate from the download region setting.
04
Volume planningThe effect of patch downloads on your quota, and the habit of measuring.

For Raft sessions the question has to be framed correctly: does a proxy affect the game's connection, or the infrastructure that establishes the connection? The session setup phase — login, friends list, invite and matching — talks to the platform's TCP-based services. Once the session is established, the stream that carries the game data travels by a separate route.

The disconnect between these two explains why a setup can appear to work and yet not produce the expected effect. You can log in, the friends list can appear, an invite can arrive; and yet the game data may not be passing through the proxy.

Below, the phases of the session are covered first, then the protocol split, then the download side and the concept of region. No unmeasurable speed claim is made anywhere on this page.

How is a co-op session established, step by step?

The sequence usually runs like this: the platform client verifies your account, your friends list loads, an invite is sent or received, a connection path is determined between the two sides, and the game data starts flowing. The first three steps speak HTTPS over TCP; the last step is entirely different traffic.

There are two possibilities when the connection path is determined. If the two sides can reach each other directly, a direct stream is established. If they cannot — usually when both sides are behind address translation — the platform's relay infrastructure steps in and the data is carried through an intermediate node. The second path is longer and increases latency; but it is also what makes the connection possible.

A proxy does not enter this picture as a third candidate. Routing applies only to the streams your client knows how to speak over a proxy; the game data continues to choose its own path. If you want to clarify the conceptual difference, see the difference between a proxy and NAT article gives a good framework.

The host and the joining player do not experience the same thing

For the player who opens the world, the connection load is asymmetric: they distribute the data to all participants. In a four-player session, the host's upstream bandwidth requirement is greater than that of any single joining player. That is why the answer to "who should host" is most often the person with the steadiest upstream line, not the fastest download.

For the joining side the picture is simpler, but a single weak link affects everyone. If the host's line fluctuates, setting up a proxy will not fix it; the problem is not at your endpoint but at the centre of the session. Determining which side the fault is on before setting anything up saves you from adding an unnecessary layer.

DIAGRAMThe setup states of a co-op session
The setup states of a co-op sessionA five-state flow: login, friends list, invite, path determination and the game stream.STATE FLOWLoginTCP / TLSFriendlistHTTPSInvitesession invitePath selectiondirect?Game streamEven if your proxy rule covers the first three states, the stream in the last state can still choose its own path.

The first three states talk to the platform's TCP services; in the last two, the data is now carried by a different route.

Where does TCP end and UDP begin?

The distinction itself is simple. An HTTP proxy carries HTTPS traffic by tunnelling it with the CONNECT method, and that tunnel is TCP only. If the game data travels over UDP it never enters that tunnel; the client either goes out directly or no connection is established.

SOCKS5 sits at a different layer and does not interpret the protocol it carries. The UDP ASSOCIATE command makes UDP transport possible, but that is only half of it: the client also has to know how to use that path. If the game client is not aware of SOCKS5, the command goes unused even when it is supported. For a comparison of the two protocols see difference between HTTP and SOCKS5 article.

TrafficTransportHTTP proxySOCKS5
Account login and verificationTCP / TLSCarriedCarried
Store and library pagesTCP / TLSCarriedCarried
Patch and content downloadsTCP / HTTPCarriedCarried
Game data streamMostly UDPCannot be carriedSupport required on both sides
Voice chatMostly UDPCannot be carriedDepends on the application

The last two rows of the table are the ones that set expectations after setup. Buying an endpoint "for gaming" and then routing only the login screen is the most common reason expectation and outcome do not match.

Knowing why UDP is used shows that the limit is not arbitrary. Game data loses its value the moment it becomes stale: rather than asking again for a position from a second ago, it is more sensible to wait for the next one. Because TCP resends lost packets and preserves ordering, it accumulates latency with this kind of data. So a proxy's inability to carry UDP is not a shortcoming but two different design goals failing to intersect.

The platform client and the game's own network stack

Two separate programs run on desktop: the platform client that installs and launches the game, and the game itself. The two share the same account but not the same network behaviour. The platform client manages its own connection pool; the game opens its own sockets at runtime.

That is why saying "I turned on the system proxy setting" does not mean every stream is routed. Some applications read the system setting, some do not, and some read it only for certain request types. Rather than assuming the outcome, measure it: compare the endpoint address shown with the proxy on and off on the my IP address page.

The distinction also determines the configuration point. A system-wide setting tries to cover both programs, but the application is not obliged to read it. A per-application rule, by contrast, states explicitly which process enters the tunnel; on a gaming machine this is the route with the fewest side effects, because update services and your browser stay on their normal line.

Patch downloads hold a special place in this distinction. When an update arrives, the download is performed by the platform client; it generates volume even when the game is not running. On a metered plan this is an item consumed without being noticed. Practical notes on the platform client's proxy behaviour Steam proxy settings article.

DIAGRAMThe tiers of routing scope
The tiers of routing scopeA four-step ladder: browser tab, platform client, download traffic and game session.TIERStore page in the browserwithin a single profilePlatform client requestsTCP sessionsPatch and content downloadsHTTP, high volumeGame session streamdepends on client support

The higher you go, the broader the scope; to reach the top step the client has to support routing as well.

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What does the concept of region mean in Raft?

A misunderstanding needs correcting here: there is no official game region for you to choose in Raft. The session lives on the hosting player's machine, so "region" is really the host's geographical location. If you are connecting to a distant friend's world, what determines latency is that distance, not a server preference.

There are two places where the word region genuinely applies. The first is the store region tied to your account; pricing and purchase rules follow it, and this information is not something that changes with a single connection change. The second is the content download region setting in the platform client; this only affects which node the files are pulled from.

Confusing these two concepts is the main source of misplaced expectations about proxies. An endpoint address does not redefine your store region, and this page does not recommend such use. For readers who only want to observe how store prices differ from country to country, the regional price research article covers the topic within a compliance framework.

There is a third layer: if the relay infrastructure is in use, the intermediate node is usually chosen so as to be close to both sides. That choice has nothing to do with your proxy setting, and trying to force a better node by adding a proxy will not produce the expected result; most likely it will only lengthen the path.

Caution

Running purchases through an endpoint in a country other than your account's registered one may breach platform rules and can result in account restrictions. This page does not describe such use.

How is traffic volume distributed?

The data transferred in a Raft session is not a single item. The largest share usually belongs to the initial installation and patch downloads; the game data stream, by contrast, consists of continuous but small packets. The platform interface, friends list and notifications take a small share in the background.

This distribution determines which plan suits you. If the item that really eats your quota is downloads, buying an expensive endpoint for the game session is the wrong investment. Conversely, if you have to leave a corporate network with a static address, the game stream's volume is low, so the cost stays low too.

Volume should not be confused with latency. The game stream's volume is low but it is timing-sensitive; download traffic has high volume but a delay of a few seconds makes no difference. That is why the same endpoint is not equally suitable for the two jobs, and when choosing a plan you need to know which job dominates.

Keep the measurement per session. Instead of a weekly total, observing how much data a single evening's session carries gives a more useful estimate. The details of the method are bandwidth calculation article.

DIAGRAMThe distribution of data transferred in one session
The distribution of data transferred in one sessionA four-segment ring: initial installation, patch downloads, the game stream and interface requests.SHAREInitial installation download%46One-off, but the largest itemPatches and updates%24Repeats with each releaseGame data stream%22Continuous but small packetsInterface and notifications%8Low volume in the backgroundShare of traffic

The shares are indicative; the aim is to show which item determines your quota, and the real ratio varies by setup.

Setup: where is it defined, and how do you check it?

There are three configuration points, and their scopes differ. The operating system setting gives the broadest scope, but because it affects every application it also has the highest side effects. A per-application rule wraps only the process you choose. A rule on a network device, meanwhile, covers every device connected to that network; using a proxy on a router explains the limits of that route.

After setup, verify three things: whether the endpoint is live, whether the address shown is the address you expected, and where domain name resolution is performed. The third matters particularly for SOCKS5 users; whether resolution happens on the client or at the proxy changes the behaviour. The distinction where DNS is resolved in SOCKS5 article.

Running more than one routing layer at the same time makes diagnosis impossible. If a virtual network interface and a proxy are both active on the same machine, it becomes hard to tell which stream leaves from where, and every slowdown that appears is attributed to the wrong layer. Start the setup with a single layer and expand it once you have verified it.

The authentication method is a decision too. IP authorisation is practical on static lines, but a user with a dynamic IP loses access when the line is renewed and typically meets a 407 response. A username and password work from anywhere; the trade-off is a secret that can be shared. The options authentication methods article.

Symptom-cause table

The table below gathers the symptoms most often encountered in a proxied setup and the first causes to check for them. The ordering follows ease of diagnosis: check the outer layer first, then the inner one.

SymptomWhere to look first
Login works, but the friends list stays emptyThe rule may cover only one domain name
The invite arrives but the session cannot be joinedThe game data path and the routing layer do not match
Disconnections occur in-gameThe relay path or the concurrent connection limit
Downloads unusually slowThe content node may have been chosen based on the proxy
407 response is receivedCredentials are not being sent, or the IP authorisation is out of date
The connection is also problematic with the proxy offThe cause is not the proxy; it is on the line or the session side

The last row is the golden rule of diagnosis: repeat every attempt once with the proxy off. In most cases this single step tells you on its own whether the problem is in the routing layer or somewhere else.

A certificate warning appearing in the browser is a signal that must be handled in its own right. A properly configured HTTPS endpoint does not enter the TLS session; it only carries encrypted bytes. Such a warning shows that the session is being opened and re-established at some point. On corporate networks this may be deliberate; on an endpoint you do not know, you should not click through and continue, because your account details flow through the same tunnel.

Appropriate use of a proxy, and its limits

A proxy is a visibility tool: it changes where the other side considers your connection to have come from. It is not a speed tool, nor a security layer. The cookie carrying your session, your account details and your client version all stay as they are.

The cases of appropriate use are narrow but real: using a permitted static address when leaving a restricted corporate network, having defined IP-restricted access to your hosting panel, or verifying how a page looks from another country. None of these has anything to do with the game's performance.

That is also why choosing a provider is a matter of trust. A proxy cannot read HTTPS content; but it can see and log which address you connect to. Never use an endpoint that does not clearly state its logging policy for anything you log into; the details of the topic are logging and privacy article.

If you play from your own line, in your own country, with a single account, an extra layer only creates complexity. For readers who want to experiment with free lists, the using free proxies page explains both the method and the risks; these lists are not recommended in any scenario involving a login.

Raft and proxies: frequently asked questions

01Can I choose a region in Raft?

Because the session runs on the machine of the player hosting it, there is no official game region for you to choose; the distance is determined by the host's location. Where the concept of a region does apply is the store region tied to your account and the download region setting in the platform client.

02I cannot join my friend's world while the proxy is on — what should I do?

Repeat the same attempt with the proxy off. If the problem disappears, the routing layer is not carrying the path used by the game data. If it persists, the cause lies with the invite, version compatibility or the host's network.

03Should I run patch downloads through the proxy?

Usually there is no need. The download path gets longer, the transfer may slow down, and on a metered plan it creates cost. Leaving downloads on your normal line and tunnelling only the stream you actually want to route is a more efficient setup.

04If I use SOCKS5, will the game data be carried too?

Only if UDP ASSOCIATE is supported both on the proxy server and in the game client. The second condition is not met in most desktop games; in that case the client silently connects directly and the setup appears to be working.

05Will a proxy speed up my gameplay?

No — it is more realistic to expect the opposite. Because a hop is added in between, the total time increases. Routing only determines which address the connection appears to come from; it has no function of improving transfer speed or response time.

06Can two friends use the same endpoint together?

It is technically possible, but watch your concurrent connection limit; when two clients open a large number of connections at the same time, the ceiling fills faster than you expect. On a shared endpoint, the address's history is shared too.

07Does it make sense to try with a free proxy?

It can be used for learning and short tests; it is not recommended in scenarios where you log into an account. You do not know who runs the server, stability is low, and the bandwidth that download traffic demands is rarely available on these servers.

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