My guess would be that there is a race condition in the victory state check. Attackers can still win after all players have died, so perhaps the conditional for checking attack’s victory state is slightly slower than the defense check, meaning that the code path to determine defense victory completed slightly quicker. It could be, as others have stated, desync and the sever thought you died first (despite your client clearly showing the opposite). I would assume killfeeds are server-authoritative but who knows