MATCH 0091 / PLAYER 017
A little too much ground.
Repeated movement above the configured limit.
Check abilities and corrections before deciding.
FAIR PLAY, FROM THE SERVER
Cheat detection and investigation for independent FPS studios. Turn the data your server sees into evidence your team can act on.
Let’s talk about your gamePilot program open · No player-side installation
MATCH 0091 / PLAYER 017
Repeated movement above the configured limit.
Check abilities and corrections before deciding.
An illustrated example of the evidence workflow. Sample data.
A flag starts the investigation.
It doesn’t finish it.
FOR THE TEAM WEARING EVERY HAT
A clip in Discord. A suspicious streak. Another evening piecing together what happened.
When you’re building an FPS with a small team, investigations compete with everything else. Roundtrace brings servers, players, match events and review signals into one workspace, so you can spend your time on the case instead of collecting it.
Give fair play a workflow before it becomes a full-time job.
A SERVER INTEGRATION. NOT ANOTHER PLAYER INSTALL.
Connect the events your game can reliably observe. Roundtrace checks them against your rules and keeps the evidence available for review.
Positions, shots, damage and the context your server can provide.
Apply configurable checks and group related observations into incidents.
Follow the player’s history, examine events and decide what happens next.
No player-side SDK, launcher or kernel component is required for this integration. Telemetry collection and upload still use server resources. We measure that overhead with you during the pilot and tune the event volume to fit your game.
LESS GUESSWORK. MORE CONTEXT.
Start with the data you have. Add deeper checks as your integration grows.
Compare observed movement with your configured limits, then inspect the surrounding events.
Before you decideCheck movement abilities, knockback and server corrections. A signal is evidence to review, not proof of cheating.
Open a profile to inspect match history, associated events, stats and review signals. Keep investigation context together.
Configure weapon limits, movement checks and action policies. Preview a version on recorded streams before activating it for new matches.
See which observations a check requires. Missing telemetry is a gap to address, not a clean bill of health.
THE ROUNDTRACE PILOT
We’re looking for independent FPS studios and server operators to shape Roundtrace around real matches, real constraints and real investigations.
Discuss a pilot with JosephOpens an email draft. Or write to joseph@roundtrace.io.
A PRACTICAL FIRST ENGAGEMENT
Walk through your game, your current review process and the server data available. No integration is needed for this conversation.
Agree on the events, integration work and success criteria. Start with a test server or a scoped recording before expanding.
Examine useful signals, false positives, missing context and server overhead together. Decide whether a wider rollout makes sense.
Scope, support and any pricing are agreed before the pilot starts. An inquiry doesn’t commit your studio to a rollout.
No. Server data can expose violations of game rules and suspicious patterns. It cannot directly reveal every client overlay, hardware device or human-like aim assistant. Our coverage guide separates game-rule checks from experimental behavioral signals and features that are not identifiable from match events.
See what each check can support ↗Roundtrace analysis runs in the cloud and requires no software on players’ machines. Recording, buffering and transmitting events still use server CPU, memory and bandwidth. We don’t claim zero overhead. The pilot measures the integration’s cost on your actual workload.
Roundtrace adds a server-side investigation layer. It can work alongside your existing anti-cheat, player reports and game-side validation. Your team remains responsible for enforcement; Roundtrace does not automatically ban players.
The FPS event contract is engine-independent. We have a Unity simulation lab and a CS2 server recorder for testing. Other games need an adapter with access to authoritative server events. The pilot establishes what is available and which checks that data can support; we don’t claim plug-and-play support for every engine.
Check current integration support ↗A playable server build or accessible match recordings are a useful starting point. You don’t need a large player base to discuss the integration. We’ll work out whether the available telemetry and your development stage make a pilot worthwhile.
There isn’t a published fixed-price pilot package yet. We first establish the integration scope, event volume and support needed, then agree on any pricing before work begins. We won’t treat an introductory email as a purchase or commitment.