Latest AXIOM containment is now the default on both live titles

We make Roblox games, then we run them.

CypherX Interactive is the games side of Spheres Hosting LLC. Two titles are live, a third is in grey-box, and all of them sit behind AXIOM, the anticheat we wrote after getting tired of watching exploiters ruin our own servers.

Live titles
2
In prototype
1
Platform
Roblox
On call
24 / 7

What we do

Three things, done properly.

We are not an agency and we don't take on client work for hire. We build our own Roblox titles, we keep them running, and we write the security layer they depend on.

Original game development

Systems design, Luau engineering, UI and economy work on titles we own. Most of the effort goes somewhere players never see: the tuning pass that makes hour forty still worth playing.

Security & anticheat

AXIOM checks the things that matter on the server, scores the rest against how players normally behave, and quarantines anything it can't clear. Every version ships to our own games before anyone else sees it.

Infrastructure & live ops

Spheres has been running servers a lot longer than we've been shipping games, so data services, analytics and release management came with the furniture. Updates go out without taking the game down.

Our titles

Games built by CypherX.

Two live on Roblox right now. One more when it's ready and not before.

SMFT: Gods key art — a mythic temple beneath a lightning bolt Live

SMFT: Gods

Mythic combat · PvP

Claim a pantheon, learn its kit, and fight for the arena. Fast rounds, readable telegraphs, and a balance pass every few weeks whether the meta needs it or not.

Combat Progression Seasonal
PlushX Tycoon key art — a plush character on a factory conveyor line Live

PlushX Tycoon

Tycoon · Simulation

One stitching bench at the start, a factory floor by the end. The upgrade tree changes what you're doing rather than just how fast the numbers climb.

Tycoon Economy Collectibles
AXIOM Anticheat key art — a shield over a telemetry grid Platform

AXIOM Anticheat

Security platform

The layer underneath the games. Server-side validation, anomaly scoring and a moderation queue with the evidence attached to every case.

Detection Telemetry Moderation

AXIOM Anticheat

The client can lie. The server doesn't have to listen.

Anything running on a player's machine can be read and rewritten, so AXIOM treats every client message as a request rather than a result. State that carries value gets recalculated on the server, scored against that player's own history, and then cleared, flagged or stopped.

  • Server-authoritative by default. Movement, economy and combat are settled where the client can't reach.
  • Behavioural baselines. Signature lists always lag the people writing exploits, so we watch the shape of the behaviour instead.
  • Graduated response. Warn, throttle, rollback, isolate or ban, configured per detection class.
  • Containment before punishment. Suspects get quietly moved to an instance that saves nothing, so the real game stays clean while we confirm.
  • Audit trail. Every action stores the evidence that caused it, which is the only way to answer an appeal honestly.
axiom · live
-- server/AxiomGuard.server.luau
local Axiom = require(ServerStorage.Axiom)

Axiom:Watch("Movement", {
  maxStudsPerSecond = 42,
  toleranceFrames   = 3,
  onViolation       = Axiom.Action.Rollback,
})

Axiom:Watch("Economy", {
  validate = function(player, delta)
    return delta <= Ledger:Earned(player)
  end,
  -- contain first, confirm, then ban
  onViolation = Axiom.Action.Isolate,
  onConfirmed = Axiom.Action.Ban,
})
Movement · 128 studs/s over baseline Blocked
Remote · unsigned payload on PurchaseItem Blocked
Economy · credit spike, 3σ from baseline Flagged
Combat · hit registered within tolerance Cleared

How we work

Launch day is the middle of the job.

Every title goes through the same four stages, and the last one never really ends. It's the reason we ship slowly and support for years.

Prototype

One mechanic, playable inside a week. If it isn't fun as grey boxes, art won't save it, and we've killed prototypes that looked great on paper.

Engineer

Typed Luau, server-authoritative from the first commit, with AXIOM wired in before we let anyone outside the team play it.

Launch

Staged rollout, then someone sits with the dashboards. Retention, economy health and error rates get read hour by hour for the first few days.

Operate

Content on a schedule players can plan around, balance passes written down before they go live, and security updates whenever they're needed.

Our release rhythm. Patches land Thursday evenings UK time. Anything urgent goes out the moment it's tested. Anything cosmetic waits for the next Thursday, because a surprise deploy in the middle of a busy Saturday is how you lose a weekend and a few thousand sessions.

Devlog

What we shipped recently.

Patch notes, post-mortems and the occasional apology. Written by whoever did the work.

SMFT: Gods 1.9.2

Parry timing rollback

We widened the parry window by two frames last week and it broke more than it fixed. Aegis builds went from strong to unbeatable overnight. It's back to where it was while we look at the underlying problem, which is that the wind-up animation reads differently on mobile.

PlushX Tycoon 2.4.0

Export tier, first beta

Shipping contracts and regional demand are live for anyone past the fourth factory unlock. Prices float now, which means you can lose money on a bad contract. That's deliberate. Tell us if it feels punishing rather than interesting.

AXIOM

Containment is now the default

Flagged sessions route to a non-persisting instance instead of taking an immediate ban. Two months of data says we were wrong about roughly one flag in forty, and those forty-first players now lose nothing.

Parent company

Spheres Hosting LLC

Infrastructure, hosting and operations.

Games brand

CypherX Interactive

Original Roblox titles and player-facing products.

Security platform

AXIOM Anticheat

Protection layer running across the portfolio.

The studio

We're small, and we plan to stay that way.

CypherX Interactive is the game development arm of Spheres Hosting LLC. The pairing isn't an accident. The people writing gameplay code sit next to the people who get paged when a database misbehaves at three in the morning.

In practice that shows up as versioned player data, migrations we've actually rehearsed, and services we can see into when something goes wrong. AXIOM exists for the same reason: our own games needed it and nothing on the shelf was good enough.

Fewer titles, longer support windows, and a short path between the person reporting a bug and the person fixing it.

Common questions

Things people ask us.

Do you take on contract work?
No. We build and run our own titles, and the only thing we license out is AXIOM. We get asked this every week and the answer hasn't changed, though we're always happy to point people towards studios that do good work for hire.
Are you hiring?
Occasionally, and rarely with a formal posting. If you write Luau, model economies or reverse-engineer exploits for fun, send something you've made to hello@cypherxinteractive.com. A place we can play beats a CV every time.
I found a bug. Where does it go?
The Discord, in the bug channel for the game in question. Include your username, roughly when it happened and what server you were on. Screenshots help. Reports that land there get read the same day and go straight onto the board.
Can I get AXIOM for my game?
Possibly. We license it selectively, mostly because supporting a studio properly takes time we have to have available. Send us your experience link, your usual concurrent player count and the exploits currently hurting you, and we'll tell you straight whether we'd help.
Who actually owns CypherX?
Spheres Hosting LLC. CypherX Interactive is a brand of that company, not a separate legal entity, so contracts, invoices and anything legal go to Spheres.

Let's talk

Building something on Roblox?

Partnerships, AXIOM licensing, press requests, or a note about one of our games. Everything that comes in gets read by a person.