
Fair play
A wallhack can't show
what it never gets.
RETAKE's netcode is built around one rule: the server is in charge. It decides what you're allowed to know, validates every shot and keeps high ping from rewriting history.
128 Hz
Official server tick target
75 ms
Max rewind window
0
Hidden enemies sent
100%
Server-validated hits
Fog of war
Anti-ESP by design
In most shooters your PC knows where every enemy is. It just doesn't draw them. That's exactly what wallhacks exploit.
RETAKE uses map-baked visibility and per-player relevancy. Enemies fully behind cover never leave the server. Players who are about to become visible are sent a moment early, so there's no pop-in and nothing extra to steal.
Enemies on your PC: 2 / 6
Drag on the map to move. The server decides who you are allowed to know about.
- In sight: sent to you
- About to be exposed: sent early, no pop-in
- Behind cover: never leaves the server
Server rewind
Lag compensation with limits
When you fire, the server rewinds the target to where it really was on your screen, using a recorded history of every player's pose. Then it checks the shot itself.
The rewind is bounded. Beyond a 75 ms round trip it stops, so a laggy connection can't shoot people who already reached cover. Nobody is excluded for their ping; nobody gets to abuse it.
Under the hood
Netcode that respects your aim
01
Server-authoritative combat
No client ever sends a trusted victim, impact point or damage value. Your client sends intent; the server resolves the shot.
02
Bounded server rewind
Hits are checked against a recorded history of the target's real pose, capped at a 75 ms round-trip window so high ping can't shoot into the past.
03
Per-player relevancy
Map-baked visibility decides, per connection, which enemies you could legitimately see. Everything else stays on the server.
04
Sound without position leaks
You hear footsteps and gunfire through individual spatial audio events. Hearing a player never hands your client their live position.
05
Prediction that feels local
Movement runs on fixed-tick network prediction, so your inputs respond instantly while the server stays in charge.
06
Replays & evidence
Local and server match recordings with integrity checks. Review rounds, catch mistakes and back up reports.
Honest about anti-cheat
Server authority, fog of war, validation, telemetry, reports and sanctions protect the first releases. A managed client anti-cheat is planned after launch, and the netcode is already built to plug it in. Community and modded servers are clearly labelled as operator-run.