How the PvP plays.

What sits between your click and the hit, and what was changed on the way.

Bedrock PvP, tuned at every layer.

What Relic changed under the hood so a fight plays the way you saw it, with the two numbers we can prove.

  1. Your clientBedrock, any version we support
  2. NetherNet frontrelicmc.com:19132
  3. SwimCoreon Swim Services' PocketMine fork
  4. The hitchecked where you saw it

0.36blockshow far off the old hit check on bots was, on average, at zero ping

10msthe most a stock proxy holds each packet; ours sends it at once

Built on SwimCore
SwimCore by Swedeachu is the engine of swim.gg, on Swim Services' PocketMine-MP fork. Relic is built on it, not from scratch.
Hits on bots count where you saw them
A hit is checked against where your screen showed the bot, using SwimCore's own model of each player's client. It can only accept a hit the raw position would have refused, never past the reach limit.
Knockback left alone
Knockback is the model Bedrock PvP players already know, and it stays that way. Bots take the same knockback a player does, so jump resets work on them.
Vanilla physics first
Movement and physics change only where the server departs from vanilla Bedrock. Anything else stays as Mojang made it.
Bedrock 26.60 and up
Bedrock 26.60 moved joins to NetherNet. A NetherNet front keeps relicmc.com on port 19132 for every supported version, and it is patched to forward your packets the moment they arrive instead of on a 10 ms tick.
Bots that never cheat
Bots move with player physics and take the same knockback. No server-side shortcuts for their speed, their slots or their blocks.

What we do not claim

No tick rate, ping or "lag-free" number is printed here, because none has been measured for players yet.

The anti-cheat is still being improved; it is on the coming list, not presented as finished.

Try it

The fastest way to feel the combat is a duel against the top bot: Duels, then Vs Bot, High Tier 1.

How to join