Blog

Notes on server-side anti-cheat

Articles on cheat detection, server-side architecture and running anti-cheat in production.

Product
October 19, 2026
5 min read

October update: new ways to pay, a new website and account security

USDC and GmodStore payments, a rebuilt site and dashboard in 14 languages, two-factor authentication and passkeys, and a review queue for your staff.

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Product
October 19, 2026
3 min read

How to read a ChrononLabs detection score

100% cheating is the worst result and 100% legitimate is the best. Here is what the percentage means, and why 10% cheating or 50% legitimate is still bad.

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Product
October 10, 2026
2 min read

USDC and GmodStore join card payments

You can now pay with USDC alongside card on the Balance page, or buy Garry’s Mod subscriptions on GmodStore. Paying directly on chrononlabs.net is cheaper.

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Architecture
February 12, 2026
6 min read

Why server-side is the only anti-cheat that matters

Client-side anti-cheat can be dumped, hooked and bypassed before the server notices anything. This post explains why detection on the server is harder to get around.

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Technology
February 10, 2026
8 min read

250 signals vs 1 threshold: why static rules miss everything

A rule like aimSpeed > 500 is easy to get around. We look at 182 general features and 68 tick-based parameters per event. This post shows what that means in practice.

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Operations
February 7, 2026
5 min read

The false positive problem nobody talks about

Many server owners install an anti-cheat, watch regulars get flagged and start switching modules off. This post looks at why that happens and how to avoid it.

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