Cut lag. Stop cheats. Ship multiplayer.
Tashi runs adaptive netcode and real-time anti-cheat for your game. Integrate in hours. Ship competitive online play without building server infrastructure from scratch.
import { Tashi } from '@tashi/sdk';
const session = await Tashi.createSession({
appId: process.env.TASHI_APP_ID,
region: 'ap-southeast-1',
maxPlayers: 16,
antiCheat: {
mode: 'realtime',
signals: ['speed', 'aim', 'packet']
}
});
// Adaptive netcode adjusts per-player latency
session.onStateUpdate((delta) => {
gameEngine.applyState(delta);
});
Install to live in a day
Three steps. No server team or custom netcode from scratch.
Install the SDK
Add the Tashi package to Unity or Godot. A five-minute setup script sets your app ID and target region.
Set up your session
Set player count, tick rate, and anti-cheat signals for your genre. Shooters get aim-deviation checks; racers get speed-cap monitoring.
Ship and iterate
The dashboard shows live latency histograms, cheat events, and session health by region. Tune thresholds without a code deploy.
Lag compensation per player
Tashi's netcode measures each connection and adjusts interpolation, prediction, and rollback windows per player. A 200ms connection won't disrupt players on 15ms.
- Per-player jitter control
- Rollback netcode for fighters and shooters
- Tick rates from 10 to 64 per second
- State delta compression, 60-80% smaller payloads in testing
Catch suspicious play before matches suffer
Tashi monitors server-side game state and flags behavior statistically inconsistent with legitimate play. Studios set confidence thresholds; we provide the signal.
- Speed and teleport detection
- Aim anomaly scoring
- Packet injection and replay detection
- Evidence clips in a review queue
Speed anomaly
Detects sustained movement beyond physics limits
Aim deviation
Flags inhuman input precision over rolling windows
Packet injection
Finds forged or replayed game-state packets
Wallhack signal
Monitors render requests for hidden object geometry
Design partners speak
We ran rollback netcode in our PvP roguelite within a single sprint. Adaptive latency handling ended per-player compensation code.
The anti-cheat dashboard found three exploit patterns in beta's first week. Before Tashi, we had no view of this abuse.
Start free, scale with players
No commitment. Change plans anytime.
- Dynamic netcode
- Anti-cheat basics
- Unity + Godot SDK
- Community help
- All Dev features
- Full anti-cheat suite
- Review queue dashboard
- Email help, 2-day SLA
- Multiple projects
- All Studio features
- Custom thresholds
- Priority help, 8h SLA
- SLA uptime
- Onboarding included
Need more capacity? Contact us for custom plans.
Your game deserves a backend that works
Join early-access studios. Start free, no credit card.