Help us train Chronon for your game. Run it free.
Chronon covers Garry's Mod in production today, with CS2 and CS:GO in training. If your game runs on community servers and we don't cover it yet, partner with us to train a per-game model on your real traffic. For every instance you help us build, you run Chronon free on it.
EligibilityThis program extends only to games with community-run dedicated servers. Server-side detection needs a netcode event stream we can read, and community servers are what produce one.
An invitation, not a sale.
You bring a live community server and shape the detection. We train the model and run it. You run it free.
You bring a live server
A community server with real traffic: the netcode event stream (hits, view angles, fire events, movement) we train and validate a per-game model against. Real players, not synthetic data.
You shape the detection
Test cases, edge cases only someone who runs the game would think to flag, and feedback on what the model catches and misses. You help decide what counts as a cheat on your game, from the first sequence forward.
You run it free
For every game instance you help us train a model for, you run Chronon on that instance at no cost. You helped build it, so you keep it. No client install, no load on your server.
We treat you as a partner
Pioneers are collaborators, not a sales target. A real person works with you through training and validation, and a real person replies when you reach out. No funnel, no upsell.
Who qualifies
One rule, no asterisks. If you can answer yes to all three, start the conversation.
Your game has community servers
This extends only to games with community-run dedicated servers. Single-server, no-dedicated-server, or official-only titles cannot qualify, because there is no community server for us to train and validate a model on. This isn't a tier or a price. It's a requirement of how server-side detection works.
You run a live one with real traffic
Not a test box. A populated server with genuine players, the kind of real, ongoing traffic a per-game model can actually learn from and be measured against.
You want to be hands-on
You are shaping the detection with us: sending feedback, flagging test cases, telling us when a call looks wrong for your game. A founding partner is in the loop while the model is shaped, not a logo on a slide.
What you're helping build
A cheat-detection model trained on your game's physics, pace, weapons, recoil, and per-platform input. Run on our infrastructure, not yours.
No code on the player's machine
No kernel driver, no client SDK, nothing to install or bypass. Chronon reads the events your server already sends, so detection works on console, cloud, mobile, and Linux, anywhere your game has a server.
No load on your server
The integration batches the events your server already emits and forwards them off-server. Nothing new ships to a single player, and your tickrate never feels it. The model is light: compact numeric event data, not video, scored on commodity GPUs or CPUs.
Behavioral detection, per game
Aimbot, aim assist, triggerbot, recoil scripts, movement and speed exploits, behavioral wall-hack tells, and bots. Tuned to how your specific game plays, because a controller aim-assist read is nothing like a mouse, and a model trained on your traffic knows the difference.
Evidence for every flag
Each detection ships a 0 to 100 percent confidence score and a 3D replay of the exact sequence (ChrononRewind). Not a black-box flag: a reviewable reconstruction you can defend a ban with.
We start with your game
Before any integration, we work through what cheating actually looks like on your title and how we'd hook into it. The partnership opens with a real conversation about your game, not a sign-up.
The cheats your game faces
We map the cheat meta for your title: the aimbots, triggerbots, recoil and movement scripts, and automation that actually hurt your players. A per-game model is only as good as the problem it's aimed at, so we start by naming the real one.
What server-side can solve
We're straight up front about which of those cheats behavioral detection catches well from the event stream, and where it's weaker. You see the honest coverage for your game before you commit a server to it.
Your server's modding surface
Chronon hooks in through the server-side modding your game already supports, the scripting or plugin layer that lets us read events. We scope the integration around what's actually available for your title, whether that's a deep modding API or a thin one.
How it works
Scope the fit together
We work through what cheating looks like on your game, what we can realistically solve, and the modding hooks we'd use to read your event stream. A real person confirms the fit and we agree on what good detection looks like for your title.
Connect and train
We integrate server-side against the telemetry your server already sends, with no code on players, and begin training a bespoke model on your game's real sequences. You feed us test cases and known-cheater examples to validate against.
Tune together
You review what the model flags and misses on your server. We retrain off-server, with no game update on your end, until detection is sharp and false flags stay low for your game.
Run it free
Once the per-game model holds up on your traffic, you run Chronon free on that instance, as your whole anti-cheat or alongside a kernel or client one, with full detections and ChrononRewind replays in your dashboard.
What free covers
You helped build the model for your game, so you run it free on the instance you helped build.
Where Chronon stands
We will never imply a game is covered when it isn't. Here is the honest state.
If your game isn't on the live line, that is the point of this program, not a disqualifier. Pioneers are how a game moves from this list into production.