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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

PRE-SENTNOT SENTNOT SENTNOT SENTNOT SENTYOU

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
YOUON YOUR SCREENSERVER REWIND −40 MSSERVER NOW
Hit registered where you aimed. The rewind covers your full ping.

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.

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