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Akron classifies tools by their effect on an attempt. Practice, routing, accessibility, and proof tools can be Cheat when they change gameplay, expose hidden information, or weaken evidence for a submitted clear. Use this page when you want to understand why a feature has a policy badge. Use the Feature guide when you need the current classification for a specific overlay row.

The three classes

These are technical classifications for attempt recording and safeguards. A policy badge shows the registry classification for a row or suboption. The attempt-status chip shows the strictest classification recorded for the current attempt. Displaying a badge does not mean that row has already changed the attempt status.

How Akron decides

Akron starts from the most conservative question: “Could this affect how the attempt was played, judged, or proven?” If the answer is yes, the feature is usually stricter than a plain presentation option. When a feature has mixed behavior, Akron classifies the smallest behavior it can track. A parent row can be clean while a suboption is stricter.

Goldberry/Hardlist clear

Goldberry/Hardlist clear is Akron’s strict clean bucket. It is for behavior that Akron treats as safe for the strictest supported contexts because it is passive, proof-oriented, or already accepted by the policy model. Common reasons:
  • It displays local inputs without changing them.
  • It records or warns about proof setup.
  • It confirms destructive actions before they happen.
  • It reports simple counters without giving hidden routing advantage.
Examples:

Normal clear

Normal clear is Akron’s ordinary-play category for behavior that is not strict-approved by default. It often covers quality-of-life, accessibility, overlay, and workflow features, but it is not limited to behavior that leaves gameplay untouched. Common reasons:
  • It changes presentation or readability.
  • It displays broad local status.
  • It helps with workflow outside the actual execution of a clear.
  • It integrates with external tools without delegating control or restoring state.
Examples: Akron’s Normal clear label records no Cheat behavior; each leaderboard still applies its own rules.

Cheat

Cheat is for behavior that changes the attempt, exposes information that normal play would not provide, or changes the assumptions used to judge evidence. Common reasons:
  • It mutates player state, level state, save data, physics, resources, or position.
  • It restores a snapshot or jumps to a different room state.
  • It reveals hidden map, entity, trigger, hitbox, flag, or exact resource information.
  • It changes simulation cadence, frame behavior, timing, or proof assumptions.
  • It automates or synthesizes execution inputs.
Examples: Akron records Cheat tool use to preserve context for submitted runs.

Suboptions can be stricter

Check the exact option badge. A popup option can be stricter than its parent row. Examples: For players, read the badge and tooltip for the exact option you are enabling.

Attempt status only escalates

During an attempt, Akron keeps the strictest classification recorded by its policy hooks. For actions that use TryUse, recording happens as soon as the invocation passes the policy check and before the action checks later runtime prerequisites. An action that fails afterward can therefore still raise the attempt status. Turning a feature off later does not erase the recorded classification. A new or reset attempt starts as Unclassified. This is the state before Akron records a classification, not a fourth feature class. This is intentional. Akron keeps recorded classifications throughout the attempt, including admitted invocations that later fail a runtime prerequisite.

Contributor guidance

If you are adding or classifying a feature, use Feature policy for implementation rules, registry requirements, and the contributor checklist.