Anti-cheat, in detail

Nobody likes cheaters, they do not even like themselves

In a game where a match carries a prize, a cheater is not an annoyance. So rather than promise you a clean lobby, here is the machinery. Poke at it.

Integration in active developmentWith Cyberlete

01 / The shape of a shot

Watch the difference

HUMAN CURSOR PATH Overshoots, corrects, wobbles. Never the same twice.

Detection reads the shape of the movement rather than a list of known files, which is why a cheat nobody has seen before still has to imitate a hand.

02 / Try it on yourself

Click six times, as evenly as you can

A recoil macro puts the same gap between every shot. See how close you get.

Your spread

--

A macro’s spread

0.00 ms

03 / What the system watches

Two of these lines are a person

Aim variance

Human

Assisted, pinned flat

Click cadence

Human

Macro, perfect rhythm

Knowing too much

PRE-AIMED THROUGH A SOLID WALL

Once is luck. Every round is information the player should not have.

04 / What a ban costs

A new install is not a new start

Every other free shooter

  1. Caught, banned
  2. New email, new install
  3. Back in the lobby

Banned, new email, back in the lobby in five minutes. The ban cost them nothing.

Here, through Cyberlete

  1. Caught, banned
  2. New email, new install
  3. Same player, still banned

Enforcement is tied to the player’s account, so the door stays shut and being caught actually costs something.

05 / Who is doing the watching

Cyberlete, in their own right

Cyberlete build the anti-cheat layer we are integrating. Their approach is behaviour first: profile how a player actually moves and shoots, rather than scanning a machine for known cheat files.

We chose them because enforcement can be tied to the player’s account, which is the only version of a ban that costs a cheater anything.

cyberlete.net →

Who they are

Founded when, by whom, where they are based. Paul to supply.

Track record

Titles or tournaments already running their system, and for how long. A real number here does more work than a paragraph.

What they say

One quote from their side about the VS Protocol integration, attributed to a named person.

Integration status

In active development. Not live in a public build yet.

06 / Side by side

Two ways of looking for a cheater

Measure
File signatures
Behaviour profiling
How it detects
Matches known cheat files against a list
Reads live input and movement behaviour
Speed
Delayed, in periodic ban waves
Acts once the behaviour is confirmed
A cheat nobody has seen
Missed, there is no signature yet
Still has to imitate a human hand
Consequence
One account closed
Enforcement tied to the player account

07 / The limits

What we do not do, and what happens if we are wrong

Not your files

No reading your drive, your messages or your browsing. Only how you play this game, in this game.

Not without consent

Monitoring is agreed to before ranked play, with the covered inputs listed in plain words.

Not finished

The integration is in active development. This page changes as it lands.

Any system that judges behaviour will sometimes judge a very good player harshly. We would rather publish the number of appeals we upheld than pretend there were none.

01A ban is issued on confirmed behaviour, not a hunch.
02You appeal, and a person reviews it.
03Entry fees for the disputed matches are held, not spent.
04Reversed, and they come back in full.

Published once the range is running

DetectionsPer month, by type.
BansIssued, and how many stuck.
AppealsRaised, and how many we upheld.