Artemis
Artemis Anticheat is a commercial Minecraft anti-cheat solution supporting versions 1.8 through 1.12, developed by a team of 10 industry veterans. Built for precision and depth, Artemis pushed the boundaries of detection capability at a time when the industry standard tolerated significant false negatives and imprecise thresholds. I contributed to Artemis as one of the core developers, authoring key detections and supporting conceptual and optimization work across the project.
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Detecting what others missed
Artemis wasn’t created to be another generic anti-cheat, it was built for the edge cases, the subtle cheats, and the players who knew how to stay under the radar. We obsessed over the little things: the half-pixel of extra reach, the slightly-too-smooth flick, the player who always moved just a bit too perfectly. Artemis aimed not just to catch blatant cheating, but to close the gap between “almost legit” and “undetectable.”
Team effort behind the success
While Artemis shipped as a commercial product, it was powered by a passionate, tight-knit team of developers who weren’t just writing code, we were pushing each other to rethink what detection could look like. From brainstorming check logic in late-night Discord calls to implementing full protocol reversals, it was a project driven by curiosity as much as by competition. I contributed not only code, but design input, tuning insights, and a constant push for precision across the detection pipeline.
Evolving with the cheat industry
As cheats got smarter, Artemis adapted. Whether it was detecting rotational smoothing algorithms, intercepting aim-assist bias, or verifying movements that looked too perfect to be human, the goal was always the same: keep the detection ceiling one step ahead. The challenge wasn’t just building detections, it was keeping them relevant in an environment where cheating was always evolving. Artemis wasn’t perfect, but it raised the bar for what "detection" meant in Minecraft PvP.