Runs outside your infrastructure
Inference happens on our systems. Forward the events you already receive and we handle the rest, at zero CPU cost to you.
Server-side anti-cheat for multiplayer games
A model trained on your game scores each player event on our servers. When it flags someone, you get a confidence score and a 3D reconstruction of the exact sequence. Players install nothing.







Battle-tested
Chronon runs live on Garry's Mod, one of the most heavily modded games ever made. It has thousands of community gamemodes, weapons and movement systems, and no two servers are alike. A model that generalizes across that range should find a single title easier.
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Why server-side
Other anti-cheat systems cost you something: CPU time, an integration, or your players' trust. Chronon reads telemetry your server already collects and scores it off-server, so none of that cost reaches you.
A cheat that leaves a player's behavior unchanged gives no advantage. As soon as it changes that behavior, the effect crosses your server and Chronon sees it.
The pipeline
We train a model on your game and score every player's sequences off-server, so your servers carry no extra load.
We fit a model to your game's physics, pace, weapons, recoil and input on each platform.
Your server forwards every networked action it already receives: hits, view angles, fire events and movement.
Sequences are scored asynchronously on our infrastructure, so there is no model on your machine and no CPU cost.
Each flag arrives with a confidence score from 0 to 100% and a 3D replay of the exact sequence.
Coverage
Chronon catches cheats that change how a player acts, and any cheat that gives a real advantage eventually does. Server-side analysis is strongest there.
See it work
See the data flow, an example detection record, and the evidence used to review it.
Inference happens on our systems. Forward the events you already receive and we handle the rest, at zero CPU cost to you.
Player, session, confidence, and the exact model that flagged them.
Re-watch the flagged sequence frame by frame with ChrononRewind before you act.
Unobfuscated and yours to read.
Every player, every platform
Coverage does not depend on what a player runs. Windows, Mac, Linux, Steam Deck, console and cloud players are all protected the same way, so nobody is locked out of your game by their platform.
Games
ChrononLabs runs on Garry's Mod servers today. Support for the other games is in development and is not available yet. If your game sends player events to a server, it can join the list.
Live
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Beta · In training
The CS2 and CS:GO models are still in training and not live yet. We want community servers with real players to test them against.
Use Chronon on your game before it goes live.
Send test cases and feedback on what it catches and misses.
Run Chronon at no cost on the instance you help train.
For community-run dedicated servers with active players. No client install.
One platform, every scale
The same integrity layer serves a global title or a single community, with no cost cliff in between.
Studios & publishers
Chronon runs off your servers, alongside your existing anti-cheat or as the whole solution, on PC, console and cloud. We tune the model to your game and own the detection infrastructure end to end.
Indie & community
Add a server and read the integration code. Chronon already protects real communities in production.
In production
“ChrononLabs has been a great addition to our existing anti-cheat. The developers are responsive to feedback and suggestions and I would highly recommend it to anyone looking for solutions to detect modern aimbots where maximum serverside performance is a priority.”
“ChrononLabs is a new approach to cheat detection. Unlike many traditional anti-cheats that can eventually be bypassed, this solution focuses on much deeper detection methods, making bypassing extremely difficult. The developers are responsive and active, and the product feels very polished. The dashboard is clear and provides a lot of useful information to understand decisions and detections. I definitely recommend it.”
A model trained on your game scores every sequence off-server, and each flag has a 3D replay behind it. You act on the evidence, and your players install nothing.