Private testing live / Swift 2.0

Stop the cheat.
Prove the ban.

Swift is the packet-level anti-cheat for Minecraft networks that cannot afford guesswork. It replays vanilla physics, kills the advantage in real time, and gives your staff evidence that survives appeals — across every server you run.

Detections
89
Check modules
37
Versions
1.21–26.2
Main thread
0.08%
Early access opens in
00days
00hrs
00min
00sec
swift · live cloud alerts connecting

SWIFT›Ghost_UserflaggedClicks/MissTime·HIGH

attack 4 ticks after a miss · vanilla refuses for 9

SWIFT›BoatRiderflaggedVehicleFly/BoatSpeed·BLATANT

boat in open air rose 0.2600 vertically · gravity allows 0.2200

SWIFT›Ghost_UserflaggedSilentAim/Excursion·MEDIUM

camera restored to 0.0° after a 14s fight · 2 exits in 2m

VERDICTATTACK DROPPED SETBACKPOSITION RESTORED

sample output 89 detections armed punishments off by default

Bypass killers

The clients your players already found.

Every release is tested against the clients people actually run — including Anubis 0.9.9's silent rotation and base finder. When a bypass lands, the answer ships with a regression test, not a promise.

AIM · MEDIUM

SilentAim/Excursion

A silent aura can hide where it aims. It cannot hide the exit. When the camera snaps back to exactly where it started, that is not a hand — it is a client restoring state. Two exits in two minutes flag.

Kills silent aurarotation spoof

AIM · LOW

SilentAim/Flick

The first hit still needs a snap. Swift catches a one-tick turn that beats the player's own best turn outside combat and lands with the look ray on a player.

Kills snap aimsilent first-hit

MACRO · HIGH

Clicks/MissTime

Vanilla refuses attacks for nine ticks after a miss. An auto clicker that clears the counter sends packets a real client cannot. Swift reads the packet order, not the CPS.

Kills auto clickerclicker bypass

WORLD · HIGH

FastBreak/Unseen

Anubis's base finder probes blocks around a section to make the server answer. Three digs in one tick that no look ray could pick is a scan, not mining.

Kills Anubis base findernuker probe

MOVEMENT · HIGH

VehicleFly/BoatSpeed

A boat is not a helicopter. Every move is bounded by friction, water and air — and translated clients are judged too. The 10 blocks/s boat fly no longer skims past.

Kills boat flyvehicle speed

MOVEMENT · MEDIUM

AirSilence/NoMove

A vanilla client reports a falling player every tick. Twelve tick-ends with no position is a freeze, not lag — a stalled network withholds both, so Swift is not fooled by either.

Kills AirStuckposition freeze

Anubis 0.9.9 · bypass map

Every new trick gets a regression test.

TESTED BEFORE RELEASE
Silent rotation auraSilentAim/Excursion + SilentAim/Flick
Auto clicker that clears missTimeClicks/MissTime
Anubis base finder · netherite + amethystPalette scrub + FastBreak/Unseen
10 blocks/s boat flyVehicleFly/BoatSpeed
AirStuck / frozen positionAirSilence/NoMove
Zero-tick crystal auraCrystalAura/MultiPlace + AttackAfterUse
Hitbox expand / long reachHitbox/Expand + Reach/Reach
Forged mace smashMace/ForgedFall + WindBurstArc

Hidden ores are removed from the section palette as well as the blocks, so Anubis's base finder has nothing to read — and the probe scan that follows (up to 18 starts a tick) is caught by FastBreak/Unseen. Base finders that only read data the client already has remain an information problem, not a packet problem: no anti-cheat can detect them from the wire. We publish that limit instead of pretending a packet check solved it.

Full arsenal

89 detections. 37 modules. One jar.

Combat, movement, world, protocol and visibility share one packet pipeline, one config, one evidence log and one cloud. Nothing is sold as an add-on. You are not buying a detection list — you are buying the end of the argument.

24

Movement

Speed, no-slow, fly, phase, ground spoof, liquids, glide, riptide, boats and mounts, knockback, air-stuck.

  • Kinematics
  • Envelope
  • NoFall
  • Liquid
  • ElytraTrident
  • Vehicle
  • VehicleFly
  • Velocity
  • AirSilence
17

Combat & reach

Hits that miss every hitbox, pass through walls, come from a distance no arm could cover, or fire before a human can react.

  • Reach
  • Hitbox
  • AttackRaytrace
  • Criticals
  • SubtleCombat
  • TriggerBot
  • Clicks
  • ClickEntropy
12

Aim

Camera paths no hand produced: post-attack movement, centre lock, snap-back, mouse-grid assist, axis lock, silent rotations.

  • AimFocus
  • AimGCD
  • AimKinematics
  • Rotation
  • SilentAim
18

Crystal, anchor & totem

Zero-tick auras, ID prediction, anchor chains, totem refills and forged mace smashes.

  • CrystalAura
  • AnchorAura
  • AutoTotem
  • Mace
10

Building & interaction

Air place, impossible cursors, placing through walls, scaffold rotations, fast break, nuker, interaction reach, inventory actions.

  • Placement
  • FastBreak
  • InteractReach
  • Inventory
8

Network & protocol

Timer, blink, extra moves, position holds, bad packets, ping spoof, latency abuse and sequential knockback evidence.

  • Timer
  • BadPackets
  • Intelligence
  • LatencyAbuse
  • CombatAI

Anti-X-ray & anti-ESP, included

Ores, chests, barrels, shulkers, spawners and players behind walls are withheld until a line of sight opens. ESP boxes, tracers and nametags have nothing to draw. No second plugin to buy.

NO ADD-ON
Every module. Every sub-check. One jar. 37 check modules · 100+ sub-checks

Movement

Kinematics
Speed, NoSlow, Strafe, Fly, Phase, Climb, FastClimb, NoWeb
Envelope
Speed, Fly, Hover
NoFall
GroundSpoof, FluidGround, GroundDenial, GroundRise, AirWalk
Liquid
SurfaceHover, WaterSpeed, LavaSpeed, WaterAscend
ElytraTrident
GlideSpeed, GlideSpam, RiptideCharge, RiptideNoWater, BoatFly
Vehicle
BoatSpeed, MountSpeed, MountFly, TeleportEcho, DismountPhase, MultiMove
VehicleFly
BoatSpeed, MountFly
Velocity
Vertical, Horizontal
AirSilence
NoMove

Combat & reach

Reach
Reach
Hitbox
Expand, Aura
AttackRaytrace
Miss, ThroughWall
Criticals
PacketCrit, GroundSpoof, MiniJump, ForgedArc
SubtleCombat
ClosetReach, VelocityTrend
TriggerBot
Trigger, Cooldown
Clicks
HighCPS, Impossible, Consistency, MissTime
ClickEntropy
Entropy, Ceiling, Regime

Aim & rotation

AimFocus
PostAttack, SnapBack, CenterLock
AimKinematics
Smoothing, Braking, AxisLock
AimGCD
Assist, Pattern
Rotation
InvalidPitch, Duplicate, Wrap, GCD
SilentAim
Excursion, Flick

Crystal, anchor, totem & mace

CrystalAura
IdPrediction, MultiPlace, InstantInteract, SwapAfterAction, AttackAfterUse, SilentSwap
AnchorAura
AnchorChain
AutoTotem
Reaction, InstantSession, HealthReaction, TotemAfterAction
Mace
ForgedFall, WindBurstArc, FallPathAnomaly, SelectiveChoke, SameTickSwap, HitboxMiss, SnapBack, EdgeTrigger

Building & interaction

Placement
AirPlace, Cursor, FaceAngle, ThroughWall, Rotation
FastBreak
Speed, Unstarted, Nuker, Unseen
InteractReach
Place, Break, Entity
Inventory
Move, Sprint, ActionWhileOpen

Network & protocol

Timer
Timer, Blink, MultiMove, PositionHold
BadPackets
MultiTarget, SelfAttack, InvalidSlot, SameSlot, HungerSprint, OmniSprint, SprintRepeat, NoSwing, Sequence, TeleportPredict, AbilityFly, UseRotation, UseSprint
CombatAI
Anomaly, Cloud
LatencyAbuse
Silent compensation · never flags

Intelligence, Bedrock & client intel

Intelligence
Knockback, PingHold, Dossier
Bedrock
Fly, Speed, Reach, MultiAttack, AutoClicker, Timer
XRay
Ores, Containers, Spawners · never flags
Client detection
Brand + mod channels · kick or alert before join

37 check modules plus the pre-join client gate, and 100+ named sub-checks in the 2.0 build. The 89 detections are the buyer-facing flag outcomes shown in alerts; silent systems such as LatencyAbuse and XRay never flag.

Camera replay

See the fight from their camera.

A flag gives you numbers. A replay gives you the moment. Swift rebuilds the recorded fight from the player's own view — fixed crosshair, moving hitbox, attack and swing ticks — so staff can see what the client was doing without a screen recording.

  • 40
    ticks. Two seconds.

    The recorded fight, tick by tick, from the server's own capture.

  • 2D + 3D
    Two ways to see it.

    The camera view shows the aim path and hitbox. The 3D view rebuilds the players and their movement.

  • 1 link
    Ready for the appeal.

    Flag replays sit on player profiles and public ban records; Discord ban embeds play the same replay as a GIF.

SWIFT · CAMERA REPLAY SAMPLE · 40 TICKS
Sample first-person camera replay.
tick 00 / 40fixed crosshair · target path

Sample replay. Real fights are rebuilt from the server's recorded ticks; terrain is not reconstructed.

Enterprise control plane

One panel. Every server. Full accountability.

Swift Cloud is the operational layer, not a bolted-on dashboard: live flags, central evidence, shared bans, per-server keys and an audit log. The cheat ends in-game. The argument ends in the panel.

Live command center

Overview, live alerts, players sorted by risk, AI verdicts, ban review and check health. Your staff opens one tab and sees the whole network.

Swift Cloud

Shared bans, central proof

Ban once and every connected server enforces it. Every ban carries its flags and the evidence behind them, so a shared ban is never a blind ban.

Fleet-wide

Appeals that hold up

Every cloud ban gets a public record with the checks, the evidence and a one-click appeal. Your staff can show the work instead of defending a score.

Public ban pages

Per-server keys + audit log

Issue and revoke a key per server. Every staff action is recorded. A compromised key does not become a network-wide incident.

Control

Measured AI, not magic

CombatAI/Cloud reads every two-second fight, learns from confirmed cheaters, clean players and pardons across servers, and is cross-validated on players it has never seen. It only flags when measured clean-player false flags stay at 0.5% or less.

AI, measured

Your data, your rules

The cloud is optional. With it off, nothing is sent home. MySQL 8 is optional. No licence key, no whitelist, no DRM.

No lock-in

Public flags link

Every ban ships with its receipts.

When a player is banned, the alert links to a public flags page: the checks, severity, timeline and appeal. No screenshots to hunt down, no “trust me”.

Open the sample flags page Sample data · not a real ban

Machine learning

Every fight is a lesson. Accuracy is the gate.

When the cloud is connected, every two-second fight becomes a motion sequence. Confirmed cheaters, clean players and pardons become training data; grouped cross-validation on players it has never seen becomes its report card. It retrains on a 30-minute loop by default, but stays advisory until it clears an AUC of 0.92 and keeps clean-player false flags at or below 0.5%.

Open the live AI report Default gate shown
COMBATAI/CLOUDMODEL CARD
Validation gateAUC ≥ 0.92
Clean-player flags≤ 0.5%
Input
One two-second fight
Learns from
Confirmed cheaters, clean players, pardons
Tested on
Players it has never seen
Output
Cheater probability + reasons

Advisory until it passes. On its own it never bans; it is supporting evidence.

See the control plane live.

Real flags, real bans, real evidence — the same panel your staff would use on day one.

Open Swift Cloud

Performance & compatibility

No tick tax.

Packet handlers run on network threads. Visibility, database, Discord and cloud sync run off-thread. The main thread only makes the O(1) Bukkit calls that cannot move.

Main thread, measured
0.08%
Transaction clock
20 Hz
DB work on main thread
0 ms
MySQL batch flush
15 s
Paper 1.21–26.2 Paper forks Java 21+ PacketEvents 2.13+ ViaVersion + ViaBackwards Geyser + Floodgate MySQL 8 Discord

Fixed memory per player. One jar. Anti-X-ray and anti-ESP included. Every threshold, alert, setback and punishment weight is configurable; /swift reload applies changes live.

Why networks standardize

Proof beats a score.

Most anti-cheats hand you a suspicion score and a prayer. Swift hands you the packet, the tick and the vanilla rule it broke — then lets your staff decide.

It replays vanilla.

Movement, knockback, falls, elytra, tridents, boats and horses are replayed tick by tick against the 26.2 client's own physics. A flag means the move left what an unmodified client can produce — not that it looked odd.

It sees what the client saw.

Every client is pinged every tick, so entity positions, knockback and teleports are pinned to the moment the client processed them. Reach and hitbox checks judge the hitbox the attacker's screen was showing. Lag is not a flag.

Cheats gain nothing.

Speed, fly, phase, NoFall, boat fly, anti-knockback and timer cheats are set back to where the player started. Reach hits, aura attacks, forged smashes and illegal placements are blocked before the server applies them. Suspected cheaters also lose damage before a ban is proven.

Staff can defend every ban.

Hover alerts, player inspection, tick-by-tick traces, camera replays, Discord webhooks, optional MySQL history and public ban pages with an appeal link. Native staff menus on Java and Bedrock keep the workflow in-game. Every alert carries the numbers behind it.

Safe by default. Serious when you are.

Punishments ship off. Statistical findings are low weight and can never ban alone. An outbreak guard removes a check from every case while it flags too many players at once. Bedrock players are recognised before their first move and never judged by Java rules.

Launch plan

Private testing. Then your network.

Swift 2.0 is running on SwiftSMP with the cloud panel, shared bans and live evidence. Early access is the next step; public release follows.

  1. Now

    Private testing on SwiftSMP

    Running live with the cloud panel, shared bans and evidence records. Every Anubis bypass is reproduced, answered and regression-tested before it ships.

  2. Next

    Early access

    Tebex licences, the 2.0 jar, all 37 modules and cloud onboarding for the first networks.

  3. Launch

    Swift 2.0 public

    Public release with the full control plane, combat AI and shared-ban network, backed by the same evidence chain.

Early access

Put Swift on your network.

One jar, every check, and the cloud when you want it. Packages and prices load live from Tebex — nothing is charged until you confirm on Tebex.

TEBEX CHECKOUT Loading store…
Secure checkout by Tebex Card data never touches this site Instant delivery at launch

Questions

The answers your staff needs.

Will it false flag my players?

Swift flags moves and actions an unmodified client cannot produce, and every flag carries the numbers behind it so staff can check it. No anti-cheat can promise zero false flags on every server, so automatic punishments ship off: watch alerts for a few days, then turn them on. A false flag can be replayed from the flag log and a /swift trace.

What does the cloud actually add?

A live dashboard for every server, central evidence for every flag, shared bans, per-server keys and an audit log. The combat AI learns from confirmed cheaters and clean players across connected servers and is cross-validated on players it has never seen. The cloud is optional; with it off, nothing is sent home.

How accurate is the combat AI?

The AI is tested only on players it has never seen. It stays advisory until its default gate is met—an AUC of 0.92 or better and no more than 0.5% of clean players flagged. Every verdict includes a probability and the reasons behind it, and on its own it never bans: it is supporting evidence for the deterministic checks.

Can I defend a ban in an appeal?

Yes. A cloud ban record carries the checks and evidence behind it, and its public ban page includes an appeal link. Staff can open the player's profile, read the flag numbers and attach a tick-by-tick trace. You are defending evidence, not a suspicion score.

Will it lag my server?

Packet handlers run on network threads. Visibility workers, database flush, Discord delivery and cloud sync run off-thread. spark measured Swift at 0.08% of the main thread; the main thread only makes the O(1) Bukkit calls that must stay there.

Does it ban on its own?

Only if you turn automatic punishments on. Bans then rest on proof: a deterministic finding repeated, two corroborating checks, or a persistent pattern on a clean connection. Score only lengthens a proven ban. An outbreak guard removes a check from every case while it flags too many players at once. Staff with swift.bypass are never punished.

Which Minecraft versions does it support?

Minecraft 1.21 to 26.2 on Paper and Paper forks, with one jar. Swift models the 26.2 client exactly and is verified in play on 26.2. On other server versions it runs and alerts; automatic punishments and setbacks stay locked until you have tested it there and switch them on.

Can Bedrock players join?

Yes. Geyser and Floodgate players are recognised before their first move is checked and are never judged by Java physics. Anti-X-ray and anti-ESP still apply to them.

Is there a licence check or DRM?

No licence key, no whitelist, and with cloud disabled nothing is sent home. The cloud dashboard is optional. The jar is obfuscated and carries the marketplace buyer stamp for leak tracing.

How do I get early access?

Join the Discord for the opening time, or use the store above once Tebex packages appear. Early-access licences are delivered through Tebex and include updates through the 2.0 cycle.

Your server. Your rules. No excuses.

Swift 2.0 is in private testing. Get the launch ping, early-access keys and a walkthrough of the cloud panel.

Minecraft 1.21 – 26.2 · Paper & forks · PacketEvents 2.13+ · Java 21+