Glossary

Limbo server

Where a connection goes to prove it is a person. Cheap for a player, expensive for an attacker — which is the entire design.

What it is

A limbo is a stripped-down Minecraft server: no world generation, no plugins, minimal state. Its only job is to hold a connection briefly and observe it. Because it is so light, it can hold far more concurrent connections than a real server, which is what makes it a viable place to absorb a flood of suspicious joins.

Why it matters for Minecraft

Scoring alone cannot catch a well-written bot. A bot that paces its joins, uses plausible names and connects from residential addresses is not anomalous by any statistical measure — because it was built specifically not to be. At that point the only move left is to stop scoring and start asking: make the client do something a real client does automatically and a headless bot has to genuinely implement.

What verification actually checks

Movement that obeys the game's physics, correct responses to server state, and behaviour consistent with a real client rather than a scripted one. Passing costs a real player a moment they usually do not notice; passing costs an attacker real engineering effort per bot, which is what changes the economics. A limbo also doubles as an overflow lobby when the real server is full.

Common questions

Do players notice the limbo?+

Usually not. Verification only engages for connections that were flagged, and for a real client the checks resolve in a moment. Under attack more players pass through it, which is the trade for the server staying up.

Can bots be written to pass a limbo?+

Some can, and those are [bypass bots](/glossary/bypass-bot). The defence is that the checks are not published and change, so a bot tuned against one challenge does not automatically pass the next — unlike an open-source plugin whose checks an attacker can read.

Related reading

Join floodBypass botUnder Attack Mode (UAM)

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