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SCULKANTICHEAT

FEATURES

Five worries every server owner has. Here's Sculk's answer to each.

You've probably run an anticheat that missed blatant cheats, banned a legitimate player, or ate your TPS. This page is organised around exactly those fears — no adjectives, just mechanisms.

DETECTION COVERAGE

“Will it actually catch cheaters?”

Combat, movement, world, and the packet layer underneath.

Most anticheats watch what a player appears to do. Sculk also watches what their client says — the raw packet stream where cheats leave fingerprints before anything shows on screen.

Combat checks catch KillAura, Reach, AutoClicker, and Velocity by testing every hit against what a human hand and vanilla physics can produce. Movement checks cover Fly, Speed, Timer, and Phase with full awareness of potion effects, ice, lag, and elytra. World checks catch Scaffold bridging, Nuker, and impossible break speeds. And the packet suite — BadPackets, Blink, Disabler — catches the cheats designed to be invisible.

Browse every check
  • Full catalogue of checks, each documented in plain English
  • Latency-aware: laggy players are not treated as cheaters
  • Protocol exploit blocking (crash packets, malformed traffic)

FALSE-POSITIVE PROTECTION

“Will it ban my legit players?”

Punishments are staged. A hunch is never a ban.

A false ban costs you more than a cheater does: a loyal player, their friends, and a public apology. Sculk's punishment pipeline is built around that reality.

Every detection moves through stages you control: first a silent flag visible only to staff, then logging as evidence accumulates, then setbacks that quietly undo the cheated advantage, and only then — at thresholds you configure — a ban wave. Ban waves group punishments so cheat developers can't correlate a specific action with the detection that caught it.

Punishment configuration docs
  • Violation levels per check, fully configurable thresholds
  • Setbacks neutralise cheats without punishing borderline cases
  • Ban waves you schedule and review before they land
  • Every punishment traceable to logged evidence

PERFORMANCE FOOTPRINT

“Will it lag my server?”

Async by design. Your TPS is not the price of protection.

An anticheat that costs you ticks punishes every player on the server, not just the cheaters. Sculk's checks run asynchronously off the main thread: packet analysis happens on its own workers, and only confirmed actions touch the game thread.

That design goal is simple to verify — install Sculk, open your timings report, and look for it. It is engineered to be hard to find.

Installation guide
  • Checks execute off the main server thread
  • No world scanning, no entity ticking, no chunk hooks
  • Folia-aware threading on supported builds

BYPASS RESISTANCE

“Will it be bypassed next week?”

Attempts to blind Sculk are themselves detections.

Cheat clients ship “disablers” — packet sequences crafted to lag-spoof or confuse anticheats into silence. Sculk treats a disabler attempt as exactly what it is: proof of a cheat client, and one of the strongest signals in the suite.

Because detections key on protocol-level invariants rather than visual symptoms, a bypass has to beat physics and the protocol at the same time — a far smaller target than tricking a symptom-watcher. When bypasses do appear, ban waves keep cheat developers guessing about what got caught and when.

How updates ship
  • Disabler and Blink detection as first-class checks
  • Invariant-based detection, not symptom matching
  • Ban waves decouple detection from punishment timing

ADMIN EXPERIENCE

“Will my staff actually be able to use it?”

Alerts your staff will read, in the places they already are.

Detection only matters if it reaches a human who can act. Sculk alerts in-game staff chat with the check, the violation level, and the evidence — one line, readable mid-fight. Verbose mode opens the firehose when you're tuning; Discord webhooks push alerts and ban-wave summaries into the channels where your team already lives.

Configuration is one annotated YAML file. Every check can be tuned or disabled independently, and the defaults are chosen to be safe on a fresh install.

Discord webhook setup
  • In-game alerts with per-staff toggle and click-to-teleport
  • Discord webhooks for alerts and ban-wave summaries
  • Verbose mode for safe tuning on live servers
  • One annotated config.yml — no GUI maze

Convinced? Put it on a server.

Start free, or get the full suite with a one-time Premium licence.