The integrity platform your game was missing.
Anti-cheat is where it starts. Praetor also keeps matches fair, servers healthy, chat clean and players heard, all from your servers, with nothing on the player's PC. Every case reaches your team with evidence, and the studio always holds the gavel.
"Server-side anti-cheat doesn't work."
Here's why it does.
Earlier attempts gave server-side a bad name: fixed thresholds, one rule set for every game, bans with no evidence. The model wasn't the problem. The authoritative server is where every cheat's effect has to land.
It doesn't need to see it. An aimbot, a speed hack or a duplication exploit has to change the match to matter: a shot, a position, an item. Even a wallhack shows up in how a player moves and aims. All of it goes through your authoritative server, and that's where Praetor reads.
Kernel anti-cheat fights on the cheater's own machine, where the cheater has full control. A growing share of cheats already runs out of its reach, on DMA cards, second PCs and hypervisors. A kernel driver can also cost you stability, privacy complaints and players on Linux and Steam Deck.
Each player is compared to their own baseline, not to an average, and independent signals are correlated before anything is flagged. Automatic action needs two or more independent detections to agree, at 95% confidence by default. The rest goes to a human, with the evidence.
They shipped fixed rules. Praetor layers hard rules for what can't happen, per-player baselines, models trained on your title and human review. New detections take effect at once, with no client patch, store review or console certification.
Detection runs off your game thread. The SDK is non-blocking by contract, and the Web API is called from your own async code, so if Praetor is slow or offline, the match runs exactly as before. Praetor is built for high performance on Ethereal, our C/C++ library.
Already running a client anti-cheat? Keep it. One watches the machine, the other watches the match.
Observe. Judge. Decide.
Praetor never bans on its own by default. It gathers evidence, qualifies risk and presents the case. Automatic action is optional and configured by you.
Observe
Read what your servers already produce: positions, inputs, hits, trades, chat.
Judge
Statistics, your own rules and ML trained on your title turn signals into a qualified risk.
Decide
Your team gets the case with the evidence attached. The final call is always human, and you can require a second person's approval for permanent bans.
The name comes from the Roman magistrate who administered justice. Observe, judge and decide, never act arbitrarily.
Not just an anti-cheat.
The layer your whole studio uses.
You sign once. Inside the studio, each team finds a module built for its own problem. Everything you see, we see. Everything your servers see, you see.
We need one clean integration point.trust & safetyPersona
Is this still the same player?game teamWarden
Cheaters are ruining our matches.live opsFairMatch
Ban evasion and lopsided teams kill retention.devops & communityWatchTower
Four tools, and still no single view.support & compliancePlayerHub
Appeals and GDPR requests are piling up.integration devsDataStream
We want this data in our own tools.reviewersHindsight
Show me what really happened.
Your move.
How it works
Scrub through a real-looking case, from a weird round to your call, and see how Praetor compares.
see a case8 modules
Anti-cheat, player profiles, fair matches, server health, chat, appeals, live data and replay.
open the modulesIntegration
Connect GameLink: link the SDK into your dedicated server, or call the Web API from any backend.
see the codeLicensing
Praetor for studios, priced by concurrent players. Praetor Community, for game servers, is coming soon.
pick yoursSee what your servers already know.
Send us your engine, server setup and peak CCU. We'll show you the cheats, exploits and server problems Praetor would catch in your game.