
Async Anticheat
A new off‑server detection architecture. Open by design.

What if your anticheat ran somewhere else?
AsyncAnticheat moves detection off-server. The plugin only captures packets; all detection runs in the cloud. That means no TPS impact from detection and a clean, real-time dashboard to review evidence.
How it works (fast version)
- Plugin captures packets (PacketEvents, shaded)
- Batches and uploads asynchronously
- Cloud API dispatches to detection modules
- Dashboard shows findings in real-time
Your server never runs any detection logic.
Dashboard



Detection coverage
Async Anticheat architecture is open so you can create your own private modules running on your own machines and connect them to your dashboard. I created 6 default modules, two per category:
- Movement: speed, fly, nofall, phase, step, timer
- Combat: reach, killaura, velocity, autoclicker
- Interaction: scaffold, nuker, fastplace, inventory
Core = obvious cheats, low false positives
Advanced = statistical analysis
You can enable them from the modules tab, and toggle on/off individual checks.
Open Beta status
Working
- Packet capture + detection pipeline
- Web dashboard with real-time findings
- False positive reporting
Not yet
- Automatic kicks/bans (detection only for now)
- In-game alerts
- AAC may produce false positives or miss some detections.
Supported platforms
Paper/Spigot 1.18+, Folia 1.19.4+. Java 21 required.
Bungee/Velocity: install AsyncAnticheat on each backend server (not the proxy).
Getting started (2 minutes)
- Download: https://github.com/oraxen/asyncanticheat/releases
- Drop the JAR into
plugins/ - Start the server
- Click the dashboard link in console
- Sign in (GitHub / Discord / Email)
For anticheat developers
I'm building an API so custom checks can plug into the same pipeline. See the relevant docs.
What it means is if you have an existing anticheat, you can port your checks to an AsyncAC module, this way your users will save performances, you will be able to keep your code private and the community will benefit from your experience.If you need help or have any questions, let me know.
Pricing
You can host everything yourself, or use my own dashboard. During the beta, I'll host everything for free so I can get your feedback and improve the checks. In the future, I plan to fund the project by selling some advanced modules, but if you've contributed to the project (by reporting bugs, false positives, suggesting improvements, etc), you will keep access for free as a thank you.
Links
- Website: https://asyncanticheat.com
- Docs: https://asyncanticheat.com/docs
- Dashboard: https://asyncanticheat.com/dashboard
- GitHub: https://github.com/oraxen/asyncanticheat
- Discord: http://JOIN_LINK_HERE
FAQ
Will this affect TPS?
Detection runs off-server; the plugin only captures + forwards packets asynchronously. I could not measure any impact on performances during my testings. Bandwith usage was also very limited as packets are highly compressed.

What data is collected?
Movement/combat/block/inventory packets + UUID/session identifiers. No chat messages or server config. Data is retained for 7 days, then purged.
Why no auto bans yet?
I need more data to ensure there are no false positives; I want to wait until I have more feedback.
Get involved
This is an open beta, your feedback is precious to me and I will remember it.
- Found a false positive? Report it through the dashboard.
- Cheater slipped through? Report and undetected cheat on the player page.
- Have any feature idea? Feedback is welcome