Puppy Anti-Cheat (Roblox's Most Powerful Anti-Cheat Ever)

Ah yes, Puppy Anti-Cheat™ — the $999 yearly Roblox miracle cure for people who think the word “cloud” automatically makes something secure. You’re charging almost a grand a year for what amounts to a glorified placebo written in Luau? I didn’t realize comedy had a subscription fee.

What an absolute fantasy land you’ve built here. Bold claim from a system that supposedly does real-time memory and behavior detection… in a language that doesn’t even give you raw memory access. You’re not writing an anti-cheat. You’re just LARPing as one.

Signature based detection in Luau, on the client, in a sand-boxed environment where you don’t even have access to local files or memory? Are you out of your mind? What are you detecting? Bytecode from scripts you don’t have access to? Memory patterns in a sand-boxed environment with no pointer-level access? The aura of a cheat script? Psychic residue left behind by Synapse? It’s about as real as Herobrine.

You’re either lying through your teeth or you’ve achieved enlightenment beyond mortal comprehension. Either way, you are describing impossible features in a literal locked down environment and selling them like they’re NSA grade tools. Spoiler: Your anti-cheat is about as secure as a wet paper bag in a thunderstorm.

And this isn’t just some overambitious solo project. Of course not. No, no. You’re actually trying to monetize this dumpster fire. $999/year for access to a fancy configuration menu and an Excel sheet that says “Detected: Yes.” This is industrial strength snake oil. You’re not offering protection, you’re running a scam with a UI.

Real developers don’t need buzzwords like “zero day coverage” and “cloud based ban-waves.” They need actual, functional tools not some half baked fantasy that falls apart the moment someone opens the developer console. You’re not the future of anti-cheat. You’re the future of a class action lawsuit.

You had the audacity to parade this around like it was divine revelation, but all you did was slap meaningless terms on a product that couldn’t defend a brick wall in Studio play mode. I’ve seen more effective protection from a free model with a debounce script.

And worst of all? You actually dare insult the intelligence of real developers with this condescending, smug pile of fiction like we wouldn’t notice that everything you’re claiming is flat out impossible under Roblox’s architecture. You’re not innovating. You’re preying on people who don’t know any better.

This isn’t a post. It’s a $999 monument to shameless grifting, technical ignorance, and weaponized ego. Keep the pitchforks. I’ll bring the fire and the camera. I need a photo with the first person to charge AAA pricing for AA fanfic.

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It’s funny this is coming from an exploiter that got triggered.

I’m an anti-cheat developer myself.

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its funny this is coming from someone who has no evidence that this person is an exploiter and just decides to make up an excuse

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Maybe go through his profile a bit before talking.

Be wary you may have aot of competition.

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We’ve already checked all the already existing anticheats before creating this lol. I’ve made sure to create something more powerful and better than anything that already exists.

Nobody needs allat bro only skids buying ts if its for roblox

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As someone who spent a considerable amount of time making and improving client-sided anticheats (still the best open source anti-cheat), I can tell you that none of this is new.

  1. Script Detection - This was found in 2021-2022 and worked on every executor, Synapse included, it worked like this:
  • Store the current instance count (Stats.InstanceCount)
  • Create a game.DescendantAdded & game.DescendantRemoving connection, in which you listen for (local/module)scripts
  • Wait for a spike in Script memory (Stats:GetMemoryUsageMbForTag(Enum.DeveloperMemoryTag.Script))
  • When a spike occurs and no scripts were inserted into the DataModel, compare the new and old instance count
  • If the instance count increased, flag the player

Why did this work? Because executors like Synapse had to somehow populate the script field, and they did that by creating a new script inside nil, we detect the new script with Stats.InstanceCount and script execution via the memory spike, to prevent false positives we don’t flag the player if a script was recently inserted (or removed) into the DataModel

  1. " In-Game Detection Trigger Delay" - Been used in other anticheats for years, most notiably in the clanning genre
  • UserInputService.GetFocusedTextBox … that’s it…
  1. Hiding the script (“With custom sandboxing techniques, hiding itself,”)
  • I’m not too sure if this has been already released on devforums but this is well known in the exploiting community.
  • If anyone is interested in replicating this, i’ll give some hints: Garbage collection & References

As for your other detections, your friend was using Solara (first of all, a stupid idea as Solara is ratted) which isn’t exactly known for it’s undetected scripting environment, for example it’s Drawing library is made purely in lua, and as you can guess it’s made out of the same Frames, ScreenGuis, TextLabels that you use to develop your own games. And the other detections can be just faked, like how are we supposed to know that the anti-cheat broke the script and not you removing sections of code? Even if it’s former it’s still nothing special

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This is why its good to not assume things just because you don’t know what other stuff are out there that exist.

Let’s immediately remove your 1. ‘Stats.InstanceCount’, it is unreliable especially for an anti-cheat that’d be used for all sorts of Roblox Games. It is not even used

  1. ‘UserInputService.GetFocusedTextBox’ has been used as one of its basic detection methods, but it only targets CoreUI textboxes which is irrelevant in most cases anyway. It exists here only as a redundancy.

The lesson you should learn from this is not to assume stuff, there’s over 150 detection techniques that this is using, and you mentioned 2, and we’re only using one of them in our Anti-Cheat. It’s a nice time to reflect.

EDIT: 3. You got a bit close.

And the other detections can be just faked, like how are we supposed to know that the anti-cheat broke the script and not you removing sections of code? Even if it’s former it’s still nothing special

I’ll let you join the Test Place, if you want to test your ‘stuff’ there lol to see them breaking

You simply designed a global ban, not a signature system.

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It can also be called signature system, although, it seems to be confusing most people that term. I might replace it with Global Ban later, it is Global Ban in the website lol.

Cooked

realistically new exploits don’t even touch the script field at all.

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Very true Roblox has started incorporating “anti-cheat systems” embedded already, Infact internally.

Allat of bragging just to not even show examples of it working in Realtime. I’d rather spend my time developing my own solution than paying a subscription for a product that doesn’t even provide workable evidence of it working as stated.

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There’s preview videos in the website lol.

Roblox has had internal detections regarding the LVM for ages, even on the 2016 source leaks there’s entire files dedicated towards this purpose.

Some like LUAVM_HATE_HASHCHANGE or so, that detects when the hash changes on a script iirc.

Honestly, I find it hard to believe that you’re going to find detections for every exploit universally if there well developed, lots of exploits are pasted on every turn, some are original, but overall if the exploit is properly set, they’ll not get detected at all. Exploits in design are terribly simple in their way to operate, after writing one you know their flow fairly way, only time they’ll get detected is when installing hooks for things like game:HttpGet, else they’ll remain silent 99% of the time unless they borked an implementation, such as the getrenv dilemma.

  1. Broad.
  2. Reference to No. 1
  3. Roblox Already Has this.
  4. This can simply be designed by a scripter
  5. Reference to No. 3
  6. Reference to No. 1
  7. Already embedded, can be scripted too.
  8. Reference to No. 1
  9. Reference to No. 1
  10. Reference to No. 3

No, no and NO.

I hope this website is just temporarily because the backlash your getting from this is truly terrible. 1000 (999) USD is actually outrageous.




It appears from everything you mentioned that your system is external. These monitors and pattern recognition were linked to earlier “undetectable” (which Roblox already does). The majority mentioned is either already integrated or merely odd.


Pack up your Bags! :luggage:

This is not innovation! its repetition. If you think somebody is willing to at least pay 29 monthly to an External Subscription (TOS) to must be misleading your audience.

This it not POWERFUL, Its REPETITIVE.

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Overall for an Alt detection I very much doubt so much it’s unbelievable.

The only reasonable, proper way to do alt detection is taking a user off-platform, something that is known to prohibited. Roblox detections natively as as far as you’re going to reach with this, hold a database with users is just bizarre, global ban systems have been tried on other settings, such as Minecraft, and they always failed.