
Where Galium for DayZ is
DayZ: stage 2, Early developmentGalium for DayZ is at stage 2 of 5, Early development, as of 2026-10-15. All five capabilities are planned.
| Capability | What it does | Status |
|---|---|---|
Behavioural analysis on the server; nothing on the client. | Planned | |
Orders accounts for staff review; a ranking, not a probability. | Planned | |
One record per player across your servers. | Planned | |
Kick, ban, mute and alert rules. | Planned | |
Alerts and moderation from Discord. | Planned |
Last updated 2026-10-15
Quick answer
DayZ servers are protected on the client by BattlEye, but nothing watches how players behave on your server. Galium is a server-side anti-cheat and moderation platform: it analyzes gameplay on the server to flag cheating, ranks accounts with the Guard account-risk ranking, keeps one ban list across every DayZ server your organization runs, and enforces your rules automatically. Galium for DayZ is in development and works alongside BattlEye, not instead of it.
DayZ hackers cost you players. Manual hunting does not scale.
Hackers stay on community servers
Aimbot, ESP and teleport users keep playing on community servers until an admin happens to catch them. Every hour they stay costs you regular players.
BattlEye covers the client
BattlEye checks the player's machine. It does not judge how someone plays on your server, so behaviour that gets past it reaches your players.
Admins hunt by hand
Catching DayZ cheaters today means reviewing footage, spectating with admin tools and weighing reports one by one, across every server you run.
DayZ anti-cheat, answered
DayZ uses BattlEye, a client-side anti-cheat that checks the player's machine. It does not analyze how someone plays on your server. Galium adds server-side anti-cheat for DayZ community servers, flagging suspicious behaviour from the gameplay itself.
No. Galium works alongside BattlEye, not instead of it. BattlEye covers the client; Galium covers what happens on your server: behavioural cheat detection, the Guard account-risk ranking, one ban list across your servers and automated enforcement.
A server-side mod observes gameplay and a sidecar service ships it to Galium, where combat and movement are analyzed off your game server. Suspicious players are flagged with context, ordered for review by the Guard account-risk ranking, and can be banned automatically by your rules.
Yes. Each player has one record across every DayZ server in your organization, with detections and enforcement history, so a banned player stays banned when they switch servers.
No. DayZ does not give server tools access to voice audio, and Galium for DayZ does not include chat moderation.
No. Galium runs as a server mod plus a sidecar service beside your DayZ server. Players install nothing and join as they always have.
Yes. Like Rust, Galium for DayZ runs under an organization: you add your DayZ servers to it, and your plan's server slots cover them. A DayZ organization is separate from a Rust one.
Galium for DayZ is in development. Join our Discord through the link on this page and register interest; we will contact organizations as private testing opens.

Register interest for Galium on DayZ.
Galium for DayZ is in development. Join the Discord, tell us about your servers, and we will contact you as private testing opens.