Transparency Report
For Game Developers
How Vex approaches input fairness, anti-cheat compliance, and passive design. We built this page so you know exactly what our software does and does not do.
The Core Principle
Every input Vex produces is triggered by a human voice command. Nothing runs automatically. Nothing runs in the background. The user speaks, Vex acts. That is the only flow.
Human-Triggered Input Only
Vex does not automate gameplay. All inputs require a human to speak a voice command before anything happens. There are no background loops, no timers that fire actions, and no event-driven triggers that react to game state.
- ✓ Every action requires a voice command from the user (push-to-talk or wake word)
- ✓ No actions fire based on game state, screen content, or timers
- ✓ No always-on background automation of any kind
- ✓ System commands (e.g. "stop listening") control only Vex itself, not the game
Quick React (Ultra tier) allows cached commands to be recognised without a wake word prefix, but still requires the user to speak the command aloud. No action ever fires without human voice input.
Sequential Execution
Vex never runs multiple actions at the same time. All inputs are strictly sequential. When a user gives a command, it is processed and completed before the next one begins. There is no parallel execution, no action stacking, and no input flooding.
Single Action
One voice command produces one game input. Voice feedback (TTS) may play concurrently, but no two game inputs ever overlap.
Queue Model
If a new command arrives while one is running, it either queues behind it or overrides it. Actions never run side by side.
Sequences (Macros)
Sequences are the only form of partial automation in Vex, and they are heavily constrained. A sequence is a multi-step chain of inputs triggered by a single voice command. Think of it like a keyboard macro, but voice-activated and rate-limited by design.
How Sequences Work
- 1. The user speaks a voice command (e.g. "combat ready")
- 2. Vex executes each step one at a time, in order
- 3. Each step waits for a randomised delay before the next one fires
- 4. Dangerous steps can require spoken confirmation before proceeding
Fairness Constraints
- ✓ Voice-triggered only. A human must speak the command. Sequences cannot be triggered by timers, game events, or other sequences.
- ✓ Strictly sequential. Steps run one after another. No parallel inputs, no simultaneous key presses across steps.
- ✓ Randomised delays. There is a default delay between each step with randomised jitter, preventing machine-perfect timing.
- ✓ Limited step types. Steps can only be key presses, delays, spoken feedback, or confirmation prompts. No memory reading, no pixel scanning, no conditional branching.
- ✓ Ultra-tier feature. Sequences are an Ultra-tier feature.
Sequence Limits by Tier
| Tier | Sequences | Steps per Sequence | Step Types |
|---|---|---|---|
| Free | Not available | — | — |
| Pro | Not available | — | — |
| Ultra | Unlimited | Unlimited | Key press, delay, TTS feedback, confirmation |
Vision Mode Is Passive
Vision Mode is designed to let Vex watch a small region of the user's screen and notify them when something changes. Think of it like a mate watching over your shoulder, pointing things out. It is designed to never take action on what it sees.
What It Does
- • Watches a user-defined screen region
- • Notifies the user via voice when something changes
- • Answers questions about what is on screen
- • Provides contextual help (e.g. "which item is better?")
What It Never Does
- • Trigger any input or action based on what it sees
- • Read game memory or hook into rendering
- • Add overlays or visual indicators during gameplay
- • Run while the game window is inactive
Vision Mode is currently in development. The constraints below describe our design commitments.
Anti-Cheat Design Commitments
- ✓ No action triggers. Vision Mode is strictly inform-only. It cannot and will not execute any input based on screen content.
- ✓ No rendering hooks. Screen capture uses standard OS-level screenshot APIs. No injection into the game's rendering pipeline.
- ✓ No memory reading. Vex never reads game process memory. All analysis is based on the visible screen image only.
- ✓ Randomised intervals. Watcher check intervals are designed to include randomised jitter to avoid bot-like, evenly-spaced patterns.
- ✓ Inactivity detection. Watchers are designed to automatically stop when the user goes idle, preventing passive surveillance while the user is away.
- ✓ Game window only. Watchers pause when the game window loses focus and only operate while the game is in the foreground.
Window-Targeted Screen Capture
Vex enforces a strict capture scope. Unlike general-purpose screen recorders, Vex is designed to see only the specific game window it is anchored to. This ensures privacy and prevents accidental capture of background applications or sensitive desktop information.
Process Anchoring
Each watcher targets a specific process by name (WindowAnchorProcessName). Vex resolves the window handle and bounds for that process only.
Multi-Instance Support
Vex can independently track multiple instances of the same game. Each watcher maintains its own window handle and capture context.
Capture Constraints
- ✓ No full-screen fallback. If the target window is missing, minimized, or reports zero dimensions, capture is skipped entirely. Vex never falls back to capturing the full desktop.
- ✓ OS-Level APIs. Capture uses standard OS-level screenshot APIs scoped to the resolved window bounds. No rendering hooks, no DLL injection, and no memory reading.
- ✓ Passive Scope. The capture region is strictly defined by the user or the game profile. Vex cannot "look" outside these bounds.
What happens when the window is missing?
Rate Limiting and Fairness
Even with human-triggered input, we enforce rate limits and tier-based constraints to keep usage fair and prevent misuse.
50
Monthly AI credits
(Free tier)
1
Action at a time
(always sequential)
- ✓ AI credit limits. Free users get 50 AI-resolved commands per month. This caps how many novel commands can be processed.
- ✓ Tier-gated features. Sequences, custom personalities, vision mode, and advanced features are restricted to higher tiers.
- ✓ Watcher slot limits. Vision Mode watchers are capped per profile (3 for Ultra, with paid add-ons for more). Users cannot run unlimited screen monitors.
- ✓ No input flooding. The sequential execution model and randomised step delays mean Vex cannot send inputs faster than a human could type or click.
What Vex Is Not
Vex is designed with passive, fairness-first principles. However, we cannot guarantee compatibility with all anti-cheat systems. Users are responsible for ensuring their use of Vex complies with the terms of service of the games they play. If you are a game developer and have questions about our approach, reach out to us at hello@heyvex.gg.