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.
Latest AXIOM containment is now the default on both live titles
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.
What we do
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.
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.
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.
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
Two live on Roblox right now. One more when it's ready and not before.
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.
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.
Security platform
The layer underneath the games. Server-side validation, anomaly scoring and a moderation queue with the evidence attached to every case.
AXIOM Anticheat
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/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,
})
How we work
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.
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.
Typed Luau, server-authoritative from the first commit, with AXIOM wired in before we let anyone outside the team play it.
Staged rollout, then someone sits with the dashboards. Retention, economy health and error rates get read hour by hour for the first few days.
Content on a schedule players can plan around, balance passes written down before they go live, and security updates whenever they're needed.
Devlog
Patch notes, post-mortems and the occasional apology. Written by whoever did the work.
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.
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.
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.
The studio
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
Let's talk
Partnerships, AXIOM licensing, press requests, or a note about one of our games. Everything that comes in gets read by a person.