Port 23513Duke Nukem 3D Source Ports
Port 23513 is associated with Duke Nukem 3D multiplayer and source ports, primarily unofficial modifications that extend or reimplement the original game engine’s capabilities. It facilitates game server communication and peer-to-peer connectivity for multiplayer gameplay and custom content. Because this port is not officially registered, its use is primarily within the online gaming community and fan-driven projects..
- transport
- unknown
- in transit
- cleartext
- assignment
- unofficial
- risk
- 4/10
- lookups
- 3,794
single transport
payload readable on path
used by convention
caution
rank 990 of 993 · top 100%
Technical Details
what runs on :23513Port 23513 is commonly used by community-developed source ports of Duke Nukem 3D, such as EDuke32 or other reimplementations of the game engine. These source ports enhance the original gameplay by adding support for modern systems, additional graphics capabilities, scripting, and online multiplayer functions. The port is utilized during the establishment of network sessions between clients and servers, facilitating real-time gameplay synchronization, player status updates, and custom content transfer.
In a typical Duke Nukem 3D multiplayer session, this port handles game data packets, including movement, shooting, and environment updates. It can support both peer-to-peer and dedicated server models, depending on the source port’s implementation. Since there is no official assignment, the port number may be configurable or selected by convention among the game’s community.
Due to its unofficial status, this port’s network protocol is not standardized, varying across different implementations. Communication mechanisms can include TCP, UDP, or sometimes both. However, in the legacy data, neither TCP nor UDP is marked as active, which suggests this port is often configurable and subject to change depending on user setup, or its use is sporadic.
Security Information
exposure of :23513risk score
4/ 10caution
worth attention. how exposed you are depends on configuration — don't leave it reachable from the internet without a reason.
gaming averages 4.0 across 124 ports — this one sits level with it.
in transit
cleartext
credentials and payloads are readable by anyone on path
assignment
unofficial
used by convention, not registered — what answers here varies by deployment
reachable over
unknown
every listening transport is another surface to filter at the edge
security overview
Common Vulnerabilities:
- Unauthenticated access risks from exposed game servers that can be abused for denial-of-service (DoS) attacks, enumeration, or exploitation of code vulnerabilities within outdated source ports.
- Buffer overflow vulnerabilities in legacy game engines might be triggered via malformed packets.
- Use of unencrypted communication, exposing player data or chat intercepts to eavesdropping.
Mitigations:
- Keep game servers and source ports updated to the latest patched versions.
- Use firewall rules to restrict port access to trusted IP ranges or specific peers.
- Disable or avoid running publicly accessible servers unless necessary.
- Employ VPN tunnels for private multiplayer sessions to reduce exposure.
- Consider application-layer proxies or security wrappers to limit attack surfaces.
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risk mix of the 8 listed
- caution100%
0 of 8 encrypted