Radar

The network, in numbers.

Security products ask to be trusted. This page is Hydra's numbers as they are: what fired, what staff decided, how fast, and how often shadow mode caught a rule being wrong. Aggregates only, never a player, a server or a community.

—servers protected
—players online now
—detections · 24 h
—kicked or banned · 24 h
—marked legit by staff · 24 h

Detections per hour

last 24 h · by outcome
Table view

What fired

top codes · 24 h

Time to verdict

from detection to a staff decision
—median
—90th percentile
—reviewed within 24 h

A detection that goes to review waits for a person. Auto-enforced detections (known menus, injected resources, honeypots) have no wait and are not counted here.

Shadow mode

what review caught before anyone was touched
—false positives, network-wide
—codes promoted past review

Every server starts in shadow: Hydra records what it would have done and touches nobody. A code is only allowed to kick or ban by default once its false-positive rate across the network stays under 2% for two weeks.

Hub

last 30 days
—uptime
—sync interval

Servers sync with the hub every second. If the hub is unreachable the resource keeps running on its last verified rules for 14 days.

Right now

Live
  • Waiting for the next event…

What this page can and cannot tell you

It can

Show whether the network is alive and how busy it is, how quickly staff across the network reach verdicts, and whether Hydra's own rules are getting more or less wrong over time. The false-positive rate is the number we watch hardest.

It cannot

Name anyone. The feed carries counts and codes, never players, servers, communities, identifiers or coordinates. It is pushed from the hub to a separate public service with no database access, every 60 seconds, and cached in front of that.