Send this section to your players
Legitimacy, not surveillance
A tool that reads a running game has to say exactly what it does, and exactly what it does not. Both of those are below.
- Read-only, and that is architectural
- No injection, no hooks, nothing written into the game process. Measurements showed neither movement nor combat needs them, so the tool was built without them.
- Nothing ever flows back to a player
- There is no path from the broadcast into either player’s machine. The stream goes one way only.
- No consent, no match — for anybody
- Until every seat has an agent connected and a password registered, the match does not exist: not in the list, not on the socket, not as a name. Nobody can put someone else’s game on air.
- The delay is a number both players can see
- One value for the whole session, shown in both agents from before it starts until it ends. Three minutes by default; zero only if both of them agree to it.
- Two independent readings of one world
- Both agents describe the same state, so the server can watch them disagree. A broadcast fed by one tampered agent does not quietly become the truth.
- On an unknown game build, it refuses
- A new HotA release is a build we have not measured. The agent checks the game’s own executable; if that changed, it will not run. If it may inherit, it runs every reading twice and stops before streaming a single byte the moment two methods disagree.
- A broken broadcast says it is broken
- Lose an agent mid-match and the match reads Half, not Live, and the picture freezes with the reason. Half a match is never dressed up as a whole one.
- What cannot be resolved is left visibly unresolved
- The rule the whole project is built on: we draw nothing that did not come from real game data. Your audience is never told something the data did not say.