The AI anti-cheat layer

A behaviour-analysis system we built ourselves, running on our servers on top of Facepunch's own anti-cheat. It watches how people play, not what runs on their PC.

Only a machine can fight a machine.

What it is

Facepunch's anti-cheat and server-side checks run on our servers as on any other. On top of that runs our own layer: it scores player behaviour continuously, with our own agents and models, and it does so on our server, from what the server already sees.

Nothing is installed on your machine. The layer never reads your PC. Its only input is play: movement, shots, hits, timing, the things a server sees anyway.

Why a machine

Modern cheats are AI-assisted software, tuned to look human. A rulebook cannot keep up with software that adapts; another machine can. We believe AI-enabled cheating has to be met with AI-enabled detection, and we built ours to learn from every wipe it watches.

What we will not tell you

How it works. Which signals it weighs, what it looks for first, how confident it has to be. Every detail we publish makes the next cheat a little smarter, so the method stays private. What we do publish is how enforcement behaves, because that is what you will actually experience.

Why we built it

Our founders have played Rust since its beta days. Like everyone, we loved the game, and like everyone, we watched too many wipes get spoiled by people who could not compete without help. This layer is our answer: keep the game exactly the game, remove only the unfair advantage.

The layer launches with the first server. It is on from the first minute.

These are unofficial Rust-a-Man community servers. They are not affiliated with, endorsed by, or sponsored by Facepunch Studios.