Luna surfaces every server-side signal — exploits, mod menus, griefers, even a broken resource tanking your performance — on one live dashboard, and steps in before your players feel it. Heuristics only flag; humans convict, so a legitimate player is never auto-banned. And every protected server makes the rest smarter.
Rather try first? Start a free 14-day trial — drop-in, network-quarantined, zero risk.
Movement, godmode, teleport, weapon & damage tampering, explosion filtering, entity/effect spam, chat exploits, client tamper tripwires — plus combat forensics that catch the physically impossible: silent aim, impossible melee range, faster-than-cycle fire, and machine-regular macro cadence.
Self-calibrating statistics: Luna learns your server's normal combat behavior and opens review cases for players standing 3σ outside it — with the z-scores attached as evidence. A drift server's normal is not an RP server's.
State-bag RCE firewall (FiveM's #1 exploit vector today), foreign resource-injection lockdown, connection-flood rejection, and an adaptive L7 request shedder on the backend. Honest about the edge: we own the application layer and tell you plainly to hide your IP behind the proxy for volumetric DDoS.
Statistical signals — headshot ratio, multi-target, kill rate — open evidence cases for staff instead of auto-banning. Your best shooter is not your enemy; false bans kill communities.
Known cheaters are flagged the moment they join, with a confidence score built from reporter reputation, detection type, and age — never a blind auto-ban.
Live detection feed, player trust scores, ban management, and the review queue — all in-game via /luna, no alt-tabbing mid-incident.
When a new exploit wave hits, tuned detection settings are pushed to your server from the cloud — protection that updates faster than resource downloads.
Flag → kick → ban, with per-detection weights you control. One noisy signal never bans anyone; accumulating evidence does.
Main-thread hitch monitoring and per-script entity budgets with opt-in enforcement. Catch a broken or malicious resource, not just a malicious player.
Every admin action — who banned, who exempted, who dismissed a review case — searchable in the panel, stored locally, never in the cloud.
Ban and review alerts with evidence embeds; check and unban players from Discord slash commands.
Portable cross-server reputation: attested clean playtime minus weighted ban history, with an explainable breakdown. A player's history walks in with them — you decide the policy, Luna never auto-bans on score.
Banned players appeal on the web with their Ban ID; your staff accept or deny from the in-game panel. Accepting lifts the ban and withdraws the network report.
Bait events no legitimate client ever fires, plus random decoys regenerated each boot. Cheat tools that enumerate server events walk straight into a ban.
Any Luna server that bans a player shares the ban — detection type, reason, and hashed identifiers only.
Reports are weighted by the reporting server's earned trust, whether the ban was automated or manual, and how old it is. Bad reporters lose trust; corroborated reporters gain it.
When that player joins your server, Luna tells you the network confidence and why. You choose the policy: log it, flag it, or deny the join above a threshold you set.
Payments are processed by Tebex, the Cfx.re-authorized platform for FiveM monetization. Your license key is provisioned automatically within seconds of purchase — grab it from your receipt email or the claim page. Refunds within 48 hours, no questions asked.
After checkout, your key arrives in the Tebex receipt email — or paste your transaction ID into the claim page.
Download luna-x.y.z.zip from your receipt and check it against the published checksums:
sha256sum -c SHA256SUMS.txt
unzip luna-x.y.z.zip -d resources/
# you now have resources/luna/
The key is a convar — it never lives inside the resource, so updates never touch it:
set luna_license "XXXX-XXXX-XXXX-XXXX" ensure luna # admins: give yourself panel access add_ace group.admin luna.admin allow
Every threshold lives in config/config.lua (kept editable even under escrow). Start the server, type /luna in-game, and watch the live feed. Optional: install oxmysql for MySQL persistence — Luna falls back to JSON files without it.
That is the failure mode Luna is designed around. Deterministic physics violations (teleporting, invincibility against valid damage) act on the trust ladder. Statistical signals — aim quality, kill rate — never auto-ban; they open evidence cases in the review queue for a human verdict. Ban network matches surface a confidence score and your configured policy decides; nothing bans on reputation alone.
Detections are event-driven server-side checks with per-check budget accounting — no busy client loops, no streaming of player data. The core is dependency-free Lua you can read yourself.
Distribution uses Cfx.re escrow, but config/config.lua stays plaintext and editable, and the enforcement logic is server-side — nothing security-critical runs where a cheater could inspect it.
SHA-256 digests of identifiers, ban reasons, and detection names. Never raw licenses, IPs, names, or Discord IDs. Digests can confirm a match against a known report but cannot be reversed into an identity.
Luna is framework-agnostic — it hooks FiveM server events and natives directly, so ESX, QBCore, ox, and standalone servers all work. Deeper framework integrations (economy exploit detection) are on the roadmap.
Luna keeps protecting your server with its last synced config; cloud features (ban network, config push, updates) pause until the license is active again. Your local bans are yours and remain enforced.