About

We build anti-cheat that runs on the server.

Most anti-cheats run on the player's computer, through kernel drivers or client SDKs, and cheat developers keep finding ways around them. We started ChrononLabs to detect cheating from the server instead.

Why we built it

2024
Started
250
Signals per event

We play online games and have seen cheating spoil a lot of them. The usual fixes cause problems of their own. Players dislike kernel-level drivers, client software still gets bypassed, and bans often come with no explanation.

We started ChrononLabs in 2024. Any cheat worth using changes how a player aims, shoots or moves, and the server already receives all of that. We trained a model to read those server events, score each sequence and keep a replay of it.

It now runs in production on Garry's Mod servers, and players don't install anything.

Principles

How we work

01

Show the evidence

Every detection comes with a 3D replay, so staff can see what happened before they ban anyone.

02

Stay off players' computers

We don't ship a client SDK or driver. Detection only uses events the server receives.

03

Keep the code readable

The server-side integration is unobfuscated, with no hidden modules or DRM.

04

Keep false bans rare

One model gives each sequence a score from 0 to 100%, and you choose the confidence needed before action is taken.

05

Support games properly

We only list a game as supported once it runs in production on real servers.

06

Price by server

The same system covers one community server or a large launch. You pay for the number of servers you protect.

Get in touch

If you run a game server or are building a multiplayer game, tell us what you need.