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Episode status checked on 2026-11-12 against the official upload.
Quick answer
The Hotzone is BULKHEAD's own podcast, and Ep.2 is the anti-cheat episode: published 10 November 2026, running about 58 minutes, hosted on the studio's YouTube channel. It is the most detailed first-party explanation of the ban system released so far, and it is also where the Trust Score plan was described in public for the first time.
This page is an index, not a transcript. Each section below covers one topic from the episode in a single paragraph and stays with what the episode states. Where the episode leaves something open, the final section lists it rather than filling the gap.
1. Hardware IDs and the digital bloodline
A ban is not tied to a single account. BULKHEAD describes hardware-level linking: when a banned player creates a new account, a short session is enough to associate the new account with the old one. The link also runs the other way, so an alt can lead back to a main.
The studio's phrase for this is "digital bloodline". The episode does not explain how shared computers are handled, which is the obvious edge case: a household, a LAN centre or a borrowed laptop can produce a hardware match without the second player having cheated.
2. A case file, not a single signal
The episode is explicit that no single detection decides a ban. The signals described are session playback, raw mouse input compared with server-side hit registration, hit-rate history curves, player reports and abnormal behaviour patterns.
Reports are described as flags, not verdicts. The behaviour examples given are specific: reloading while facing a wall, or pre-firing the ground before a slope. Neither makes sense without information the player should not have.
BULKHEAD also says rules are tested as simulated bans before going live, with the resulting recordings reviewed. The stated confidence is in the 99.8 to 99.9 percentile range, which is a claim about the process rather than an independent audit.
3. Ban volume, Season 1 to now
| Period | Players | Bans |
|---|---|---|
| Season 1 | About 4 million | About 10,000 |
| Current wave | Not stated | 185,000 |
BULKHEAD describes the current figure as close to 5% of purchases. The episode also revisits an early Season 1 pattern: cheaters who began with hit rates near 80% later pushed their numbers down to roughly 24 to 36%, while top Twitch players sit near 12%. That gap is the reason a single match is weak evidence and a history curve is strong evidence.
4. Regional distribution and a correction
The episode addresses a bias directly. BULKHEAD states that the claim "WARDOGS cheaters are mainly Chinese" is wrong.
By share of sales, Africa was highest at around 12%, South America around 8%, with Europe and China behind them. Absolute totals for Europe and China are the largest because those regions sell the most copies, not because the rate is higher. North America came in below expectations.
5. Gold farmers and farming servers
Gold farming is treated as an organised operation rather than individual cheating. BULKHEAD describes infiltrating farming servers, some with Chinese-language names and infrastructure in EU datacenters, and wiping participants: in-game cash, unlocks, gold and XP are cleared, and the accounts are permanently banned.
6. The Trust Score plan for 2027
The Trust Score is described as a planned system for 2027, not a live feature. The outline: a credit-like score starting at 100, minimum thresholds that server owners and the developer could set, and score increases through TPM, Secure Boot or PlaySafe ID verification. Verification would not be mandatory for everyone, but flagged players would be asked to enable it.
7. Three vendors, 80% bypass, 60% loss
WARDOGS uses three anti-cheat vendors. None is named in the episode. BULKHEAD estimates that about 80% of cheats can bypass TPM and Secure Boot checks, and that enforcing Valorant-level hardware requirements would lose roughly 60% of players. Season 1's client-side checks are described as a cost-saving mistake now being moved server-side.
8. Where AI is allowed
AI is used for programming assistance and for anti-cheat data dashboards. It is not used for generative art, animation or voice work. The boundary is stated plainly, which makes it one of the few categorical claims in the episode.
About Ep.1
The official channel has published Ep.1. This page does not itemise its points, because they have not been verified against the audio, and an unverified summary is worse than no summary.
What the episode does not settle
- Shared hardware. How a family PC or LAN centre is handled when one account is banned.
- Ep.1 content. Present, but not indexed here.
- Vendor identities. Three confirmed, none named.
- Ban composition. Whether 185,000 counts permanent bans only, or includes temporary actions.
- Appeal path. The episode does not resolve the conflicting reports about the current appeal channel.
- Trust Score rules. Deduction triggers, lookup and cross-server behaviour are all unannounced.
Related guides
Sources
Each source has its own check date. A page update does not recheck every fact; older game builds and server notices may no longer apply.
- The Hotzone Ep.2, official BULKHEAD podcast, published 10 November 2026, 58 minutes
Official · Source checked
Frequently Asked Questions
When was The Hotzone Ep.2 released?
It was published on 10 November 2026 and runs about 58 minutes. The episode is available on the official BULKHEAD YouTube channel, and this page indexes only the points that can be checked against it.
What does digital bloodline mean in the episode?
It is BULKHEAD's phrase for hardware-level linking. A banned player's new account can be associated with the old one after a short session, and the link is described as working in both directions between a main account and an alt.
How many accounts were banned in the current wave?
BULKHEAD gives 185,000 for the current wave and describes it as close to 5% of purchases. For comparison, Season 1 banned about 10,000 accounts out of roughly 4 million players.
Did BULKHEAD say most cheaters are Chinese?
No, the opposite. The episode explicitly corrects that claim. By share of sales, Africa was highest at around 12% and South America around 8%, followed by Europe and China, whose absolute totals are large mainly because of sales volume.
Is the Trust Score live after this episode?
No. It is described as a plan targeted for 2027. Ep.2 explains the intended design, starting score and possible thresholds, but the system is not active in the current build.
Is Ep.1 summarised on this page?
No. The official channel has published Ep.1, but this page does not itemise points from it, because those points have not been verified against the audio. Only Ep.2 is indexed here.
