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rx.cloudhead.io

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Website review

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What is rx?

rx is a minimalist pixel-art editor aimed at artists who prefer keyboard-driven workflows over icon-heavy interfaces. Its distinguishing idea is a modal, command-based UI inspired by vi: instead of hunting through menus, you issue commands, which keeps the canvas and the work in focus. It runs on Linux, macOS and Windows and requires OpenGL 3.3 or later.

What it does

The editor is built for sprite and pixel work rather than general image editing. Notable capabilities include:

  • Built-in sprite animation with live preview
  • Editing several files at once
  • An extensible command system, configurable through a simple text-based language
  • Undo/redo for any edit, plus animated GIF export
  • Multi-brush synchronous editing and a "pixel-perfect" brush filter
  • HiDPI support and UI scaling

The stated goals are a small, hackable codebase, low latency (paint and update under 8ms at 1920x1080 on ordinary hardware), low memory and battery use, and configurability.

Who it suits, and the trade-off

If you already think in modal editors, or you want to script and extend your tooling, rx is a natural fit. If you rely on dense tool palettes, layer panels and hand-holding menus, the sparse UI will feel like a hurdle before it feels like freedom; the command system is the price of admission, not an optional extra.

A practical next step: install it, open one small sprite, and spend a session learning only the commands for drawing, selecting and exporting a GIF. If that loop feels fast, the rest of the workflow will follow. For a broader community of pixel artists to compare notes with, Discord hosts the project's chat space, and GitHub is where the source and releases live.

How do I install rx on my computer?

Install rx by building it from source with Cargo, or by downloading a pre-built binary if one exists for your platform. Per the project page, rx runs on Linux, macOS and Windows and requires OpenGL 3.3 or later.

Install from source

With Rust's cargo and cmake already installed, the documented command is:

cargo install \
  --git https://github.com/cloudhead/rx \
  --tag v0.5.2

That installs rx under ~/.cargo/bin/rx. If you want it elsewhere, add the --root flag with your target directory, for example /usr/local. On macOS, the page also notes you need Xcode and the Xcode Command Line Tools (xcode-select --install), with CMake available via brew install cmake.

Pre-built binaries

The page points to a binary releases section, but states that only Linux binaries were available at the time of writing. Check that section first if you are on Linux and would rather not compile.

A practical decision

Choose source installation if you want the current stable release and are comfortable with a terminal; choose a binary if one is offered for your OS and you want to skip the toolchain setup. Whichever route you take, confirm your GPU driver supports OpenGL 3.3, since that is the stated requirement. Once installed, the project's guide is the natural next step for learning the modal, command-driven workflow; the source is there if you want to understand or extend it.

What can I do with rx's command system and modal editing?

rx's command system and modal editing are designed to keep the canvas free of toolbars and panels, so most actions are triggered by typing commands rather than clicking buttons. The editor is inspired by vi's modal nature, meaning you switch between different modes for different kinds of work—one mode for navigating and issuing commands, another for painting or manipulating pixels—instead of constantly reaching for menus.

What this enables in practice

  • Fast, keyboard-driven workflows. You can keep your hands on the keyboard while drawing, switching tools, and applying edits. This suits artists who already think in shortcuts and want to avoid hunting through palettes.
  • A command system you can extend. The command system is described as extensible, and the editor is configurable with a simple text-based language. That means you can bind or define commands to match how you actually work, rather than adapting to a fixed set of menu items.
  • Pixel manipulation through a visual mode. Beyond painting, there is a visual mode for manipulating pixels, which points to selection- and transformation-style operations rather than only freehand drawing.
  • Composability. Because commands are the primary interface, actions like toggling brush filtering ("pixel-perfect" mode), switching brushes, or working across multiple open files can be strung together as part of a repeatable routine.

Who benefits most

This approach rewards users comfortable with modal editors such as vi or Vim, and anyone who prefers configuring a tool over accepting its defaults. If you mainly draw with a stylus and rarely touch the keyboard, the modal layer may feel like overhead at first; the trade-off is that the interface stays minimal once the commands become muscle memory.

A concrete scenario

Suppose you are animating a small sprite. You might stay in a navigation mode to scrub the live animation preview and jump between frames, then enter a paint mode to adjust a few pixels, apply pixel-perfect filtering to clean up the stroke, and return to navigation—all without moving to a toolbar. The built-in sprite animation support and live preview make this loop practical, and undo/redo covers any edit.

Where to go next

Read the guide linked from the site to learn the actual command names and mode transitions, since those specifics matter more than the general concept. If you want to see how the command system is implemented or extend it yourself, the source is the authoritative reference. For community help and examples, the project points to its Discord. If you are comparing editors, LibreSprite and Aseprite are established pixel-art tools with their own scripting and shortcut models, which can help you judge whether rx's command-first design fits your habits.

Can rx handle sprite animation and export animated GIFs?

Yes. rx includes built-in sprite animation support with live preview, and it can export animated GIFs. Both capabilities are listed among the editor's features on rx.

What that means in practice

  • Live preview lets you see the animation play as you edit frames, rather than exporting repeatedly to check timing or motion.
  • Animated GIF output covers the most common way pixel art animations are shared on forums, wikis and social platforms.
  • Multi-file support matters here: a sprite sheet, a tileset and a character's walk cycle can stay open at once, so you can work on animation alongside the rest of a project.

A concrete workflow: a developer building a 2D game in a framework such as Godot or LÖVE might keep the sprite sheet open in rx, use the animation preview to check a run cycle, then export a GIF for a devlog post. The same file serves both the game build and the public update.

Trade-offs to weigh

GIF is convenient but limited: it supports a restricted palette and no partial transparency, so soft edges and anti-aliased shading can band or fringe. For in-game assets you will usually want a sprite sheet or a PNG sequence instead, and GIF is best treated as the sharing format. If your target engine imports GIFs poorly or not at all, plan on exporting frames separately.

rx's broader design also shapes the animation experience. It is a modal, command-driven editor with as little on-screen UI as possible, aimed at artists and programmers comfortable with that style. If you prefer a conventional toolbar-and-palette interface, the minimalism is a cost rather than a benefit. The animation features themselves are built in, so no plugin is needed.

Next step

Install rx on Linux, macOS or Windows (OpenGL 3.3 or later), open a small multi-frame test sprite, and export a GIF before committing a real project to the format. That single test will show you whether the palette and transparency limits are acceptable for how you plan to publish your animations.

What are the system requirements for running rx?

rx runs on Linux, macOS and Windows, and its one hard graphics requirement is OpenGL 3.3 or later. That is the whole stated baseline: the project lists no minimum CPU, RAM or disk figures, so the practical test is whether your machine's GPU driver exposes OpenGL 3.3.

What each platform implies

  • Linux — the most straightforward case; OpenGL 3.3 support is standard on any reasonably recent Mesa or proprietary driver.
  • macOS — supported, but building from source also requires Xcode and the Xcode Command Line Tools (xcode-select --install), plus CMake, installable via brew install cmake.
  • Windows — supported, with the same OpenGL 3.3 expectation.

If you install from source rather than grabbing a pre-built binary, you also need the Rust toolchain (the install command uses cargo) and CMake. Pre-built binaries exist, though the page notes that currently only Linux binaries are offered, so macOS and Windows users may need the source route.

How to check before you commit

Confirm your OpenGL version first — on Linux, glxinfo | grep "OpenGL version"; on macOS, the system report's graphics/displays section; on Windows, your GPU vendor's control panel or a utility such as GPU-Z. A result of 3.3 or higher means you clear the only published bar.

Because rx is deliberately minimal and resource-efficient — small memory footprint, low battery drain, sub-8ms paint times targeted at 1920x1080 on commodity hardware — it is a reasonable choice for older laptops and low-power machines, provided the driver is new enough. For a fuller picture of the workflow before installing, the project's own guide and source are the natural next stops, and GitHub hosts the repository referenced in the install instructions.

How can I extend or configure rx for my workflow?

rx is designed to be extended and configured rather than used as a fixed, menu-driven tool. Its command system is the main extension point, and a simple text-based configuration language controls the editor. Because the interface is intentionally minimal and modal like vi, the practical path is to learn the built-in commands first, then bind and combine them around how you actually draw.

Configuring your workflow

Configuration in rx is text-based, so your setup is a file you can version, copy between machines and edit quickly. Typical things to put there are key bindings for the commands you use most, UI scaling for your display, and preferences that remove steps from your normal loop.

A concrete scenario: an animator working at 1920x1080 on a HiDPI laptop could configure UI scaling, bind frame navigation and live-preview toggling to adjacent keys, and keep undo/redo within reach. That turns a repetitive animation pass into a short sequence of keystrokes.

Extending the editor

The command system is described as extensible, meaning new functionality can be added as commands rather than only through built-in menus. The project's stated goal is that if something is not built in, it should be easy to extend. For artists who do not write code, the realistic route is to combine existing commands into configurations; for programmers, the source is available to browse and the codebase is deliberately kept small and hackable.

Features worth configuring around

  • Built-in sprite animation with live preview
  • Working with multiple files simultaneously
  • Undo/redo for any edit
  • Animated GIF output
  • Multi-brush and synchronous editing
  • Brush filtering ("pixel-perfect" mode)
  • Visual mode for pixel manipulation

Next step

Install rx from source or a pre-built binary, read the guide, then open your configuration and bind the commands you repeat most. If you get stuck, the community is on Discord. You can also browse the source to understand how commands are defined.

Decision criterion

Choose configuration-only if you want to reshape shortcuts and workflow without touching code. Plan on extending through commands or source if your workflow needs behaviour rx does not ship with. Either way, expect to invest a little time upfront in learning the modal command model; that is the trade-off for the minimal interface and fast, low-distraction painting.

Related questions

More questions →
How to Install rx on Linux, macOS, or Windows

rx is a minimalist, modal pixel editor that runs on Linux, macOS, and Windows, provided your system supports OpenGL 3.3 or later. You can install it either by building from source with Cargo and CMake, or by downloading a pre-built binary. The source install works on all three platforms; pre-built binaries are currently limited to Linux. After installing, read the official guide to learn the command system and modal workflow.

System requirements

Before installing, confirm your machine meets these conditions:

  • Operating system: Linux, macOS, or Windows
  • Graphics: OpenGL 3.3 or later

If your GPU or drivers don't expose OpenGL 3.3, rx won't run. This is the only hard requirement stated by the project.

Option 1: Install from source (all platforms)

This is the most portable path and works on Linux, macOS, and Windows.

Prerequisites

You need two tools installed first:

  • Cargo (the Rust package manager)
  • CMake

Install command

With Cargo and CMake available, run:

cargo install \
  --git https://github.com/cloudhead/rx \
  --tag v0.5.2

What this does:

  • Input: the Git repository URL and the release tag v0.5.2
  • Action: Cargo downloads that tagged stable release and compiles it
  • Expected result: the rx binary is installed under ~/.cargo/bin/rx

Installing to a different location

If you don't want the binary in ~/.cargo/bin, pass the --root flag with your target directory. For example, to install under /usr/local:

cargo install \
  --git https://github.com/cloudhead/rx \
  --tag v0.5.2 \
  --root /usr/local

macOS-specific setup

On macOS you need Xcode and the Xcode Command Line Tools. Install the command line tools with:

xcode-select --install

If CMake isn't already present, install it with Homebrew:

brew install cmake

Option 2: Pre-built binaries

If you'd rather not build from source, the project offers pre-built binary releases. Note that at the moment only Linux binaries are available — macOS and Windows users should use the source install above.

Verify the install

After installation, confirm the binary is reachable. If you installed to the default location, ~/.cargo/bin should be on your PATH. Run:

rx --version

If the command isn't found, add the install directory to your PATH (for example, export PATH="$HOME/.cargo/bin:$PATH" on Linux/macOS) and try again.

Common sticking points

  • "OpenGL 3.3 not supported": update your graphics drivers, or check whether your GPU supports the required version. This is a hardware/driver limit, not an rx bug.
  • CMake missing: the build fails before compilation starts. Install CMake first (on macOS, brew install cmake).
  • macOS build errors: almost always a missing Xcode Command Line Tools install — run xcode-select --install.
  • Binary not on PATH: the install succeeded but the shell can't find rx. Add the install root's bin directory to your PATH.
  • Wrong platform binary: if you're on macOS or Windows and only see Linux binaries, switch to the source install.

Next steps

Once rx is installed, read the official guide to learn how it works. rx is built around a modal, command-driven system inspired by vi, so the guide is the fastest way to understand the workflow rather than guessing at menus. You can also browse the source to see how the editor is put together, and join the community on Discord to share work or ask questions.

Where to Find the rx Community and Source Code

The rx community lives on Discord, and the source code is hosted on GitHub at cloudhead/rx. The project site (rx.cloudhead.io) links to both, along with an install section, a guide, and a support entry point. If you want to understand how the editor works rather than just use it, the site points you to browse the source directly.

Community

The rx community is found on Discord. According to the site, it's the place to hang out, share your work, or discuss ideas around the editor. There's no separate forum or mailing list mentioned on the page — Discord is the single community channel listed.

Source code

The source is on GitHub under the cloudhead/rx repository. The site frames browsing the source as the way to learn how rx works, which fits the project's stated goal of a small, hackable codebase. The install instructions also pull from this repository: the source install command references https://github.com/cloudhead/rx at tag v0.5.2.

Other resources on the site

Resource What it gives you
install Instructions for installing rx from source, plus a pointer to pre-built binary releases
guide How to use rx
source How rx works internally
support A support entry point linked from the site header
community The Discord invite

Installing from source (context for the repo link)

If you're heading to the source because you want to build it, the site gives this command, assuming cargo and cmake are installed:

cargo install \
  --git https://github.com/cloudhead/rx \
  --tag v0.5.2

This downloads the latest stable release and installs it under ~/.cargo/bin/rx. You can change the location with the --root flag (for example, /usr/local). On macOS, Xcode and the Xcode Command Line Tools are required — the latter via xcode-select --install — and CMake can be installed with brew install cmake.

rx runs on Linux, macOS, and Windows with OpenGL 3.3 or later. The page notes that at the time of writing, only Linux binaries were available in the binary releases section, so check that section before assuming a pre-built download exists for your platform.

What features does the rx pixel editor offer?

rx is a modern, minimalist pixel editor for Linux, macOS, and Windows (OpenGL 3.3 or later) that trades a conventional toolbar-heavy UI for a modal, command-driven workflow inspired by vi. Its feature set centers on sprite animation, simultaneous multi-file editing, and an extensible command system, so it fits artists and "hackers" who prefer keyboard-driven control and a small, hackable codebase over a large GUI. If you want a traditional menu-and-palette pixel editor, rx's minimal-UI design will likely feel unfamiliar.

Core editing features

  • Undo/redo any edit — every change is reversible, not just brush strokes.
  • Multi-brush / synchronous editing — edit with several brushes at once.
  • Brush filtering ("pixel-perfect" mode) — reduces stray pixels when drawing freehand.
  • Visual mode for pixel manipulation — a dedicated mode for selecting and transforming pixels, mirroring vi's modal approach.
  • Multiple files at once — work on several sprites simultaneously rather than one document per window.

Animation and output

  • Built-in sprite animation support with live preview — you can see the animation play as you work, without exporting first.
  • Animated GIF output — export animations directly to GIF.

Interface and display

  • HiDPI support and UI scaling — usable on high-resolution displays.
  • Minimal UI — the interface deliberately stays out of the way and focuses on the canvas.

Configuration and extensibility

  • Extensible command system — functionality is driven by commands, and you can add your own.
  • Configurable with a simple text-based language — settings live in a text config rather than a GUI preferences panel.
  • Small, hackable codebase and dependency footprint — the project's stated goal is to include only what is necessary, so extending it stays tractable.

Performance goals

rx's stated targets are no perceptible input lag and update/paint times under 8ms on commodity hardware at 1920x1080, plus low memory use and minimized battery drain. These are design goals published by the project, not benchmark results, so treat them as intent rather than a measured guarantee.

What rx does not emphasize

The feature list contains no mention of layers, palette management, tilemaps, or non-pixel raster formats. If your workflow depends on those, verify against the current guide and source before committing.

How to evaluate it for your needs

  1. Read the guide on the site to see how the modal command workflow maps to your habits.
  2. Install from source with cargo and cmake (cargo install --git https://github.com/cloudhead/rx --tag v0.5.2), or use a pre-built binary — note the site states only Linux binaries are currently available.
  3. Test the two features most likely to decide it for you: live animation preview and multi-brush editing.
  4. If you need custom behavior, check whether the text-based config and command system cover it before assuming a plugin ecosystem exists.

The community lives on Discord, which is the place to ask about workflow specifics the documentation doesn't cover.

What is rx (rx.cloudhead.io)?

rx is a modern, minimalist pixel editor for Linux, macOS, and Windows. It is built for pixel artists and "hackers" who want a small, fast, extensible tool with as little interface as possible, and it is driven by a command system inspired by vi's modal nature rather than by a dense toolbar of buttons. If you want a conventional, menu-heavy pixel editor, rx is probably not the right fit; if you want a lean editor you can configure and extend, it is aimed at you.

What rx is designed for

The stated purpose is to keep the UI out of the way and focus on the work. Instead of exposing every function as a visible control, rx centers on a command system, so the editing workflow is driven by commands and modes rather than by clicking through panels.

It is intended for two overlapping audiences:

  • Artists working on pixel art and sprite animation who want control over their workflow.
  • Developers / tinkerers who value a small, hackable codebase and want to extend the editor when something isn't built in.

Core design goals

The project lists five goals that explain most of its behavior:

Goal What it means in practice
Minimal Small, hackable codebase and dependency footprint; only what is necessary is included
Beautiful Clean, modern aesthetics with attention to detail
Snappy No perceptible input lag; update and paint time under 8ms on commodity hardware at 1920x1080
Configurable & extensible Artists control the workflow; anything not built in should be easy to add
Resource efficient Minimized battery drain and a small memory footprint

The performance target is worth noting: the project states update and paint time should be less than 8ms at 1920x1080 on commodity hardware. That is a design target, not a guarantee for every machine.

Features

The editor ships with:

  • Built-in sprite animation support, with live preview
  • Working with multiple files simultaneously
  • An extensible command system
  • Configuration via a simple text-based language
  • HiDPI support and UI scaling
  • Undo/redo for any edit
  • Animated GIF output
  • Multi-brush / synchronous editing
  • Brush filtering, also known as "pixel-perfect" mode
  • A visual mode for pixel manipulation

For animation work, the combination of live preview, sprite animation support, and animated GIF output covers the common loop of drawing frames, checking them in motion, and exporting a shareable file.

System requirements and platforms

rx currently supports Linux, macOS, and Windows with OpenGL 3.3 or later. The OpenGL requirement is the main compatibility gate to check before installing, especially on older hardware or virtual machines.

How to install it

There are two routes: build from source, or download a pre-built binary.

Install from source

With cargo and cmake installed, run:

cargo install \
  --git https://github.com/cloudhead/rx \
  --tag v0.5.2

This downloads the latest stable release and installs it under ~/.cargo/bin/rx. If you want a different location, use the --root flag, for example /usr/local.

Platform-specific notes from the project:

  • macOS: Xcode and the Xcode Command Line Tools are required. Get the latter with xcode-select --install. CMake can be installed with brew install cmake.

Binary releases

Pre-built binaries are offered as an alternative to building from source. At the time of the source material, only Linux binaries were listed, so check the binary releases section for your platform before assuming a pre-built option exists for macOS or Windows.

Where to get help and learn more

  • Guide: read it to learn how to use rx.
  • Source: browse it to learn how rx works.
  • Community: the rx community is on Discord, for sharing work and discussing the editor.

Who should use it — and who shouldn't

rx is a good fit if you:

  • Want a minimal editor with a command-driven, modal workflow
  • Care about a small dependency footprint and low resource use
  • Want to configure the editor in a text-based language and extend it
  • Need sprite animation with live preview and GIF export

rx may not suit you if you:

  • Prefer a graphical, menu-and-panel interface over commands and modes
  • Need a pre-built installer for a platform that only has source builds available
  • Are on hardware without OpenGL 3.3 support
How extensible and configurable is rx?

rx is designed to be both extensible and configurable, but the two work differently. Configuration is handled through a simple text-based language, while extensibility comes from a small, hackable codebase and a command system that is unique among pixel editors. If you want to reshape your workflow without touching code, configuration is the intended path. If you want to add functionality that does not exist yet, the project's stated goal is that it should be easy to extend the editor rather than accept a fixed feature set.

What makes rx configurable

The site lists "Configurable with a simple text-based language" as a feature, and separately states that artists should be in control of their workflow. That means the configuration surface is text, not a settings dialog, and it is meant to be edited directly rather than clicked through.

The other configurable aspects come from the editor's overall design:

  • Modal operation inspired by vi. rx takes inspiration from vi's modal nature, so editing behavior is organized around modes rather than a permanent toolbar. This is a workflow-level choice you adopt rather than a setting you toggle.
  • A command system. rx is "built around a command system, unique to tools of its kind." Commands are the primary way you drive the editor, which is what makes the behavior scriptable and remappable in principle.
  • UI scaling and HiDPI support. These are listed features, so display behavior can be adapted to your screen rather than fixed.

The site does not publish a configuration file format, a list of config keys, or a keybinding reference. To learn the specifics, the guide is the intended next step, and the source is available for reading how configuration is actually parsed.

What makes rx extensible

Extensibility in rx rests on three stated goals rather than on a plugin marketplace:

  1. Minimal, small, hackable codebase and dependency footprint. The editor "should only include what is necessary." A small codebase is the precondition for extension being practical.
  2. Configurable & extensible as an explicit goal. The site states: "If it isn't built-in, it should be easy to extend the editor's functionality." That is a design commitment, not a guarantee of a plugin API.
  3. An extensible command system. Because the editor is built around commands, new behavior plugs into the same mechanism the built-in features use.

The practical consequence: extension in rx looks more like modifying or building on the source than installing third-party add-ons. The site points readers to the source "to learn how rx works," which is consistent with that model.

Features you can build a workflow around

These are the built-in capabilities listed on the site, and they are the baseline you would extend from:

Feature What it gives you
Built-in sprite animation support, with live preview Animate sprites without leaving the editor
Work with multiple files simultaneously Keep several sprites open at once
Extensible command system The hook for customization and extension
Configurable with a simple text-based language Text-driven setup
HiDPI support and UI scaling Adapt to high-density displays
Undo/redo any edit Reversible editing across the session
Animated GIF output Export animation directly
Multi-brush / synchronous editing Edit across brushes at once
Brush filtering ("pixel-perfect" mode) Cleaner pixel placement
Visual mode for pixel manipulation Manipulate pixels through a mode, in the vi tradition

Requirements and how to get it

rx currently supports Linux, macOS, and Windows with OpenGL 3.3 or later. That is the hard gate for extensibility too: any extension still runs inside this editor on those platforms.

To install from source, with cargo and cmake installed:

cargo install \
  --git https://github.com/cloudhead/rx \
  --tag v0.5.2

This downloads the latest stable release and installs it under ~/.cargo/bin/rx. You can change the location with the --root flag, for example /usr/local.

Platform notes from the site:

  • macOS: Xcode and the Xcode Command Line Tools are required. Get the latter with xcode-select --install. CMake can be installed with brew install cmake.
  • Pre-built binaries: the site notes that at the moment only Linux binaries are available, so macOS and Windows users should expect to build from source.

How to decide

Choose rx for a configurable, extensible workflow if you are comfortable editing text configuration and reading source to extend behavior, and if a minimal, vi-inspired, command-driven editor matches how you like to work. Look elsewhere if you need a documented plugin API, a GUI settings panel, or a large ecosystem of ready-made add-ons — the site describes extensibility as a design goal and points you to the source, not to a plugin registry.

The fastest way to judge fit is to read the guide for configuration specifics and browse the source for how commands and features are implemented.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

Registered in 2010, this domain has about 16 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .io extension, which is not an independent safety signal.

DNS and Email

MX records exist, but SPF, DKIM and DMARC were not detected. Protection against domain impersonation may be incomplete. The lowest TTL is 60 seconds, supporting rapid record changes at the cost of more frequent lookups. Nameservers are provided by Amazon Route 53, indicating managed DNS hosting. MX records point to the Google Workspace email service. No CNAME was found; the observed records resolve directly to addresses.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Amazon cloud or CDN ecosystem. The certificate is valid for about 197 days in total, with 60 days remaining.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The x-cache, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header contains the custom value AmazonS3.

Technology Stack Analysis

The public page identifies Amazon CloudFront without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage meta description was detected, leaving snippet selection more dependent on page text. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference. The title has 39 characters, within a common display range. The observed directives allow indexing and link following.

Hosting and Email

DNSAmazon Route 53
HostingAmazon CloudFront
EmailGoogle Workspace
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagUnited States Inferred 3.170.42.118

Registration details

RDAP / WHOIS

Registrar1API GmbH
Registered2010-01-24
Expires2027-01-24
Domain statusclientTransferProhibited https://icann.org/epp#clientTransferProhibited
Nameserversns-1095.awsdns-08.org、ns-1711.awsdns-21.co.uk、ns-422.awsdns-52.com、ns-749.awsdns-29.net
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Arx.cloudhead.io3.170.42.11860—
Arx.cloudhead.io3.170.42.1760—
Arx.cloudhead.io3.170.42.560—
Arx.cloudhead.io3.170.42.7860—
AAAArx.cloudhead.io2600:9000:2870:2000:13:4cb0:aa00:93a160—
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AAAArx.cloudhead.io2600:9000:2870:7600:13:4cb0:aa00:93a160—
AAAArx.cloudhead.io2600:9000:2870:9400:13:4cb0:aa00:93a160—
AAAArx.cloudhead.io2600:9000:2870:da00:13:4cb0:aa00:93a160—
AAAArx.cloudhead.io2600:9000:2870:f200:13:4cb0:aa00:93a160—
MXcloudhead.ioaspmx.l.google.com36001
MXcloudhead.ioalt1.aspmx.l.google.com36005
MXcloudhead.ioalt2.aspmx.l.google.com36005
MXcloudhead.ioalt3.aspmx.l.google.com360010
MXcloudhead.ioalt4.aspmx.l.google.com360010
NScloudhead.ions-1095.awsdns-08.org172800—
NScloudhead.ions-1711.awsdns-21.co.uk172800—
NScloudhead.ions-422.awsdns-52.com172800—
NScloudhead.ions-749.awsdns-29.net172800—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectrx.cloudhead.io
IssuerAmazon
Valid until2026-12-08T23:59 · Remaining when checked: 60 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
cache-controlmax-age=60
serverAmazonS3

Identified technologies

Amazon CloudFront

Pages, Search and Sharing

Meta descriptionNot detected
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

Unknown

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