Space Engineers and Proxies: Which Traffic Is Routed and Which Is Not
Space Engineers looks like a single connection, but behind it there are four independent streams: the platform account, the server list, the session itself and workshop content. A proxy does not cover all of them, only the one where it is correctly defined. This page separates the difference step by step.
Four separate streamsThe differing behaviour of account, server list, session and mod download traffic.
02
Region decisionWhy the region in the server list and the platform account's region are not the same thing.
03
NAT and peer-to-peerHow hole punching works, why CGNAT breaks it, and why a proxy does not solve it.
04
Setup and verificationProtocol selection, the scope decision, and what to test after setup.
Most connection problems in Space Engineers stem from the assumption that the game talks to a single server. In reality, the moment the game opens, the platform client authenticates your account, the server browser pulls records from a separate listing service, when you join a world the session traffic flows over another path, and workshop content comes from an entirely different download infrastructure.
A proxy does not automatically cover all of these streams. An HTTP proxy carries only TCP; in-game state updates are predominantly UDP. So if, after setting up a proxy, the store page opens but you cannot join a server, this is not a fault but the expected result of the difference in scope.
The sections below first separate the streams, then show what a proxy can and cannot do for each one. Removing the wrong expectation from the start gives you back half the time spent troubleshooting.
Which connections are established, and in what order, when the game opens?
The first step is the platform client's own authentication. This traffic is carried over TLS and the other side sees only your exit IP address. If you are using a proxy here, the visible address is the proxy server's address; the account's identity, however, is carried by the session token and stays the same even if the IP changes.
The second step is the server browser. The game pulls the list of registered servers from a listing service; this request is also over TCP and can fall within the proxy's scope. The latency column in the list is a separate job: the client sends small probe packets to each server and measures the response time. These probes do not read the system proxy setting and go out directly.
The third step is joining a world. Once the session is established, what is carried is grid positions, physics updates and block changes; these flow as continuous, small packets. The fourth step is workshop content: mod and blueprint downloads come over HTTPS and their size grows with your subscription list.
Note
Three of these four streams are over TCP and can be carried by a proxy. The continuously flowing in-game updates, however, are UDP; a classic HTTP proxy cannot carry them. The distinction how the CONNECT tunnel works is explained in more detail in the article.
DIAGRAMThe connections established from game launch to entering a world
You can scroll the diagram horizontally to inspect it
Three of the four steps are over TCP and can fall within the proxy's scope; because the continuously flowing session traffic is UDP, it behaves differently.
The region in the server list and your account's region are not the same thing
In Space Engineers you come across two different notions of "region", and confusing them produces mistaken expectations. The first is the physical location of the server you choose to join: the latency column you see in the server browser is a measure of the path between you and that machine. The second is your platform account's store region, and it has nothing to do with the game itself.
The first region is entirely your choice; whichever server you pick from the list is the one you connect to. A proxy changes nothing here, because the connection target is the server on the list. Its only effect, in setups where traffic goes through the proxy, is that the path gets longer.
The second region is subject to the platform's own rules: the store region is generally tied to the payment method and account records, and the IP address alone is not decisive. A proxy does not change this rule, and this page was not written for circumventing regional restrictions. If you want to do regional price research, the right approach is how to observe store prices article.
Concept
Determined by what
Proxy effect
Server location
The machine you pick from the list
None; only the path gets longer
List ordering
The response time measured by the client
None; probes go out outside the proxy
Store region
Platform account and payment records
None; the platform's rule applies
Workshop access
Platform account and content permissions
The download path can be routed
Hosting the world yourself: home machine, rented server, community
In Space Engineers you see three forms of hosting. The first is where the machine of the player who opens the game also acts as the server; it is the easiest to set up, but the session ends when the host leaves. The second is separate server software: an arrangement where the world stays permanently open, the save is kept on the machine, and players join whenever they like. The third is community servers; their rules and mod list are not under your control.
The most common mistake made here in connection with proxies is this: trying to use a proxy to open your own world to your friends. A forward proxy does not accept connections coming in from outside; it only carries outward the connections you initiate. For your machine to be reachable from outside, you need port forwarding on the router or to move the server to a reachable machine. Confusing these two jobs is the most common reason for hours of futile setting-tweaking.
Hosting on a rented machine is practical for exactly this reason: the machine already sits on a public address, it does not carry the load of your home connection, and the world stays open when you leave the game. If you play from a corporate or shared network, how network restrictions work read first; on some networks outbound ports are already closed.
In a host-based session, the world closes the moment the host leaves.
Separate server software keeps the world permanently open and makes backups easier.
Access from outside is a port forwarding job; a forward proxy does not provide it.
On community servers, the mod list and the rules belong to the server owner.
Where do peer-to-peer connections, NAT type and hole punching come into play?
In host-based sessions, the two players' machines try to talk directly. Because both sides are behind NAT, they first register with a matchmaking service; the service gives each side the other's visible address and port information, and then both sides send packets to each other at the same time, opening a temporary path through the NAT. This is called hole punching.
This method does not work with every type of NAT. If the router assigns a different external port for each new destination (symmetric behaviour), the port information provided by the matchmaking service becomes invalid and no hole is punched. On connections that use an address shared at the operator level (CGNAT), the problem is even more pronounced; in that case the game usually falls back to a relay server and the path gets longer. What CGNAT is and why it leads to this behaviour the difference between a proxy and NAT .
A proxy does not fix this picture. A proxy is a routing rule that carries your outbound connections over itself; it does not establish NAT mappings, does not wait for inbound connections and takes no part in the hole punching process. If your inability to connect is caused by NAT, the solution lies in the router setting, in the address type your operator gives you, or in hosting on a separate server.
There is a practical way to tell them apart: try joining the same session from a different network (for example over a phone's shared connection). If it works on one network and not the other, the problem is in the network's NAT behaviour; if it fails the same way on both, look at the server side.
DIAGRAMHow is a path opened between two players?
You can scroll the diagram horizontally to inspect it
Hole punching creates a temporary path through NAT by both sides sending packets at the same time; a proxy takes no part in that process.
Choose an exit for the traffic around Space Engineers
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The total traffic of a game session is not uniform. Account authentication is small and short-lived; the server list consists of periodic but light requests; mod and blueprint downloads make up most of the volume; in-game updates are small but uninterrupted. The proxy decision should be made by looking at this distribution.
The three streams running over TCP (account, list, download) can be routed with a system-wide proxy definition. The in-game UDP stream, however, is a separate world: an HTTP proxy does not carry it at all, and SOCKS5 carries it only if the server side UDP ASSOCIATE supports it and the client can use it. Because the vast majority of game clients have no SOCKS5 field, this second condition is usually not met in practice. How the method works SOCKS5 UDP support article.
Stream
Transport
HTTP proxy
SOCKS5
Platform login
TCP / TLS
Carries
Carries
Server list
TCP
Carries
Carries
Mod and blueprint download
TCP / HTTPS
Carries
Carries
In-game state flow
UDP
Does not carry
Only if UDP ASSOCIATE is available
Server probe
UDP
Does not carry
The client generally does not support it
The table leads to a single conclusion: the proxy's real area of use in Space Engineers is not in-game traffic but the account, list and download traffic around it. Using a static exit on a corporate network, routing downloads over a particular line, or verifying how a server list looks from another location are all meaningful within this scope.
DIAGRAMHow is a session's traffic distributed across the parts?
You can scroll the diagram horizontally to inspect it
The segment widths show relative weight, not an actual measurement; the ratio varies with your setup and mod list.
Setup: choosing the protocol, determining the scope
Protocol decision
If you are only going to route store, list and download traffic, an HTTP proxy is enough; CONNECT it opens a TLS tunnel with and does not read the content. If you want broader scope, SOCKS5 proxy stops at the transport layer and does not interpret the protocol it carries; it also leaves a door open for UDP. Remember that the port number does not determine the protocol; which line belongs to which protocol is written in your panel, and the meaning of port numbers elaborates on this.
Scope decision
A system-wide setting gives the broadest scope but affects every application on the machine: update services, cloud backup and the browser all exit over the same line. Application-based routing is narrower and more predictable; only the process you choose passes through the tunnel. The platform client's embedded browser component follows the system setting in most setups, while the game's own network stack may not.
Field
Example value
Description
The server sends
proxy.example.com
The hostname in your panel
Port
8080
Varies by protocol, read it from the panel
Username
username
Required on exits with authentication
Password
password
Not shared, kept dedicated
Verification
After setup, do not open a single page and declare it "working". Check your exit address from the my IP address page, verify that the exit is up with the proxy checker tool , and then open the game and see that the server list comes through. Which of the three steps you get stuck at tells you directly which layer the problem is in.
Latency, quota and simulation load
Let us set expectations correctly first: a proxy adds a hop to your connection, so it does not improve your ping. The total time splits into three parts: the distance between you and the proxy, the distance between the proxy and the destination, and the proxy server's load at that moment. A rare exception is the case where your default route is unnecessarily convoluted and the proxy sits on a more direct backbone; this is not a rule and can only be established by measurement. The detail of the topic proxies and game ping the article.
Most of the stutter felt in Space Engineers is not network-related in the first place. Large grids, many moving parts and physics calculations increase the server's CPU load; when that load maxes out, the game slows down and this is confused with network latency. To tell them apart, assess the response time in the server list and in-game smoothness separately. Ping test If the value measured with is good while the game stutters, the problem is not on your line.
On the quota side, the main item is downloads. As mod and blueprint subscriptions grow, so does download volume; if you use an exit charged by data transferred, a single mod update can eat up days' worth of quota. That is why leaving downloads on your usual line and putting them through the proxy only when necessary is a more sensible balance in most setups. Bandwidth calculation The article helps you put numbers on this planning.
Tip
Measure an exit at different times of day before putting it to work. Downloading a blueprint package of the same size in the morning and in the evening and setting the transfer rates side by side shows how much a shared pool narrows at peak hours far more concretely than the response time of a single list request.
From symptom to cause: common cases and a compliance note
Symptom
Possible cause
What to do
The server list comes back empty
The list request is blocked or the exit is unreachable
Verify that the exit is up, check the scope
The list comes through but you cannot join
Session traffic is UDP and outside the proxy's scope
Expected behaviour; leave game traffic on your usual line
Cannot join a friend's world
Hole punching failed, NAT behaviour
Try from a different network, look at the router setting
407 Proxy Authentication Required
Credentials are not being sent, or there is no IP authorisation
Verify the username, password and authorised address list
Mod downloads are very slow
Exit bandwidth or path length
Move the download to your usual line, bring the exit location closer
The game is not smooth but the ping is good
Simulation load on the server side
Assess the number of grids and the server's capacity
The connection drops after a while
Concurrent connection limit or end of quota
Check the limit and remaining quota in the panel
The second row in the table is the most misunderstood case, and it is not actually an error. If the proxy definition covers only TCP streams, seeing the list but being unable to join the session is the expected result; what to look at here is not a setting but the scope itself.
Let us also make clear the cases where a proxy is unnecessary. If you are joining a server you picked from the list, from your own country, with your own account, a proxy gains you nothing; it only adds an extra hop, an extra cost and a layer that complicates diagnosis. The meaningful scenarios are limited: access from a corporate network with a static exit, verifying how a listing service looks from another location, and routing download traffic over a particular line.
Warning
This page was not written for the purpose of circumventing regional restrictions, multi-account use or defeating in-game security measures. Compliance with the game's and the platform's terms of service is the user's responsibility. You can compare the approach for different games game proxy guides under.
Frequently asked questions about Space Engineers and proxies
01When I set up a proxy, does the game itself go through the proxy too?
In most setups, no. The in-game state stream is over UDP; an HTTP proxy does not carry it. SOCKS5 can, but that requires both the proxy server to UDP ASSOCIATE support it and the client to be able to use this method. In practice the proxy generally covers login, list and download traffic.
02I cannot join my friend's world — will a proxy solve it?
No. This is typically related to NAT behaviour: a temporary path cannot be opened between the two sides. Because a forward proxy does not accept inbound connections, it takes no part in that process. First try from a different network, then look at the router settings and the address type your operator provides.
03Can I host my own server behind a proxy?
With a classic proxy, no; a proxy does not accept connections coming in from outside. For your server to be reachable from outside, you need to set up port forwarding on the router or move the server to a machine that already sits on a public address.
04Is the latency column in the server list affected by the proxy?
Generally not. That column is calculated from small UDP probes the client sends directly, and the system does not read the proxy setting. Even if the TCP request that fetches the list goes through the proxy, the measurement is made straight over your own line.
05Should I download mods through the proxy?
It is not mandatory. Downloads are over HTTPS and a proxy can carry them, but the volume is large. On an exit charged by data transferred, this item adds up quickly; if there is no network restriction, leaving downloads on your usual line is more economical.
06Will a proxy reduce in-game stutter?
No; because an extra hop is added, connection time generally gets longer. Besides, a significant share of stutter in Space Engineers comes not from the network but from physics and grid load on the server. If the measured response time is good while the game stutters, the cause should be sought outside the network.
07Is a free proxy good enough for this?
It can be used for learning and testing; it is not recommended for work involving account logins and large file downloads. It is unclear who operates the server, stability is low, and the bandwidth downloads require is rarely found in these lists. For details see free proxy page.
08Can I use the same egress on several devices on my home network?
Technically yes, but watch your concurrent connection limit. Browsers and download clients open far more parallel connections than you would expect; when the limit is reached, new requests are refused, and this produces interruptions that look like a setup error.