Where each anti-cheat approach breaks
Client-side scanning, an on-server anticheat plugin, and cloud-based validation, measured against the clients that actually ship. No memory scanning, no extra service to run, no privacy trade-off.
| Capability | Client-side | Server-side | Cloud-based |
|---|---|---|---|
Catches injected or renamed clients A renamed jar defeats signature lists. Both server-side approaches judge what the player did instead, so the client's name and build never matter. | |||
No client software required Nothing to install, no resource pack to accept, no mod to keep updated. Players join the way they always have. | |||
Works on any launcher or platform Vanilla, modded, Bedrock bridges and console clients all reach the server the same way. Detection reads the server's state, not the player's. | |||
Detection within seconds All three can flag quickly. Thorium streams telemetry off the box and returns a verdict in under a second. | |||
No load added to your game server On-server plugins spend your TPS budget on their own checks. Our plugin captures and forwards; the analysis runs on our hardware. | |||
New checks without a server restart Detection logic lives on our side, so improvements reach every connected server without you updating a jar or scheduling downtime. | |||
Per-network tuning Every check can be toggled per network from the dashboard, so a Lifesteal server and a PvP practice server don't have to share thresholds. | |||
Full detection history Detections, players and sessions are kept and searchable, with replays attached, instead of scrolling back through console logs. | |||
Patterns across your whole network Alerts are correlated per player across every server on the network, so a cheater hopping between servers reads as one case. | |||
Scales with player count Analysis capacity is ours to provision. A 40-player SMP and a 2,000-player network run the same checks. | |||
No anti-cheat infrastructure to run No extra service to host, monitor or update. You run a plugin and a key. | |||
Priced per server Plans are a flat monthly price by server count, from $4.99. No per-player billing and no upfront infrastructure cost. |
Client-Side Anti-Cheat
Client-side anti-cheat runs on player machines, scanning memory and processes for known cheat clients. On Minecraft it usually means a mod or launcher check, and it has been the default answer for years.
Limitations: it only recognises what it already knows. A recompiled or renamed client, or one that patches the game in memory before the check runs, walks straight past it.
Privacy Concerns: Requires deep system access, raising privacy issues and potentially conflicting with other software. Some anti-cheat software has been criticized for invasive monitoring.
Performance Impact: Constant scanning consumes CPU and memory resources, impacting game performance. Can cause compatibility issues with legitimate software.
Server-Side Anti-Cheat
On-server anti-cheat runs directly on your game server as a plugin. It validates gameplay actions alongside your game logic, identifying impossible movement, reach and block interactions.
Better than client-side: it judges behaviour rather than binaries, so it catches a cheat it has never seen by what that cheat makes the player do.
Performance Impact: Runs on the same server as your game, consuming CPU and memory that could be used for gameplay. Complex detection algorithms can cause noticeable lag during high player counts or intensive cheat analysis.
Maintenance Burden: You must deploy, configure, and update the anti-cheat alongside your game servers. Updates typically require server restarts or rolling deployments, causing downtime or service disruption.
Static rule-based detection: most plugins ship fixed rules and thresholds. Every new cheat pattern means a new release, tested and rolled out to every server by hand, which leaves a gap while you wait.
Cloud-Based Anti-Cheat
Cloud-based anti-cheat keeps the same server-side validation but moves the analysis off your box. The plugin captures telemetry; our infrastructure decides.
No TPS cost: your server forwards what happened and gets on with the tick. Heuristics, history and correlation run on our hardware instead of competing with gameplay.
Improves without a restart: detection logic lives on our side, so a new or retuned check reaches every connected server without a jar update or scheduled downtime.
Network-wide view: detections, players and sessions are kept and correlated per player across every server on the network, with replays attached to each case.
Why we build it this way
Your TPS stays yours
The plugin captures and forwards. Nothing heavier than that runs inside your tick loop, so detection depth doesn't trade against player experience on a full server.
Updates without downtime
When a check is retuned, every connected server gets it. No jar swap, no restart window, no drift between the servers you remembered to update and the ones you didn't.
One case per player, not per server
Detections are correlated per player across the whole network, so someone hopping between your servers builds one history instead of three unrelated log entries.
Evidence you can review
Every detection keeps its context and links to a replay, so a ban decision is something an admin can look at rather than take on faith.
Nothing on the player's machine
No scanning, no driver, no mod to install. Players who never cheat never notice the anti-cheat, which is the point.
Priced per server
A flat monthly price by server count, from $4.99. No per-player billing, no infrastructure to provision, and the tier only changes how many servers you cover.
Try it on your own servers
Detection runs off your box, so the only thing you install is a mod and a key. 14 days free.