Devlog July '25
Space Conflicts: Empires » Devlog
Devlog July ’25
July has been rather quite as I also had to prepare for some exams. Therefore don’t mind this devlog to be rather short in terms of what changed about the game.
New
- Added a server side anti cheat. (I will never add client-side anti cheats!)
About the anti cheat:
Since Space Conflicts: Empires is not a fast paced shooter or battle royal or anything where low latency is extremely important.
- The server pre-filters data send to any client. Because what the client does not know about the client can not temper with
- Also the server runs an internal “cheat” score for every player. Which will increase every time they do something suspicious
- If the “cheating” score of a player has reached a certain (configurable) limit server administrators will get notified to take a closer look and eventually take actions accordingly.
- If the cheat score reaches a 2nd (configurable) limit the server will (if enabled, default is yes) kick the player automatically.
- If a player re-joins, and continues they will get kicked once more and if this happens a 3rd time they will get banned.
- All these automated actions are configurable. Therefore a server hoster can decide to never ban players but to keep on kicking them
- In addition to this I will (not done yet) also add a good old “report player” feature. But because this can be abused too it will also be configurable. To allow server hosters to either disable or enable this feature, allow automated actions by the server based on the number of reports or to just notify server administrators
Get Space Conflicts: Empires
Space Conflicts: Empires
Real Time Sci Fi strategy game
| Status | In development |
| Author | Z-Ray Entertainment |
| Genre | Strategy, Simulation |
| Tags | 3D, Multiplayer, Sci-fi, Space |
| Languages | English |
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- First monthly dev logMay 15, 2024
- Old Java PrototypeMay 15, 2024

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