Questions tagged [anti-cheat]

Methods employed by the developer to discourage or prevent cheating in the game.

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Is fingerprinting (and its privacy concerns) worth using for anti-cheat?

TLDR of "situation" and "my appraoch"; I don't want to bother with client-side anti-cheat. I want to make it convoluted to acquire cheats and to ban evade the game. My goal is to ...
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0 votes
1 answer
112 views

Rust lang and Cheaters

So I started to learn Rust for personal usage, i am Back-end Node.js dev originally. And I see that people often say Rust is a very secure solution because of memory management. In theory games/...
0 votes
2 answers
113 views

Online Leaderboards: reducing cheaters without authoritative server verifying every move

My plan is to make a small game with online leaderboards. Having everything calculated on the server side is an unaffordable task, so I need some other way. My guess is that the best approach is to ...
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1 vote
1 answer
50 views

GGPO / peer to peer winstate

How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
1 vote
2 answers
80 views

What are some ways to prevent a user from cheating by playing for a friend with a lower game skill level?

In a game with leagues for players with different skill levels, what are some ways to ensure a player can't get a higher-skill level friend to play for them? Want to maintain a good gaming experience ...
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3 votes
1 answer
148 views

Multiplayer RPG allowing offline solo play using server signed replays - how can you cheat?

What exploits does my system allow for that I can't solve or did not account for? I'm researching on a design for multiplayer RPG that can safely allow players to have their character files and play ...
0 votes
1 answer
55 views

In a multi-player game where one player becomes invisible, is the data about the invisible player sent to the enemy game clients?

In my 3d FPS game, there is a feature where a player could have it's character become invisible for some time. The character is only invisible, they're still there and can move around: the other ...
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0 answers
46 views

Securing a replay-based leaderboard system (as much as possible)

A few years ago, I implemented a basic online leaderboard system in one of my games that sent encrypted score data over the wire. The encryption keys were stored in the game client's binary. Of course,...
0 votes
1 answer
187 views

How to get last 20 banned Steam IDs

I am working on a cheat analysis system using data from Steam. From this page, we can get the last 20 checked Steam IDs. Is there a way to get the last 20 banned Steam IDs? VacList has a section with ...
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34 votes
11 answers
8k views

How can I prevent cheating in my collecting and trading game?

I develop and manage an online game where users collect and trade virtual pets (it is entirely online). It's a simple game, we periodically release new pets, users collect them and get random ones, ...
0 votes
1 answer
125 views

How to update the data in the source code to avoid cheats?

I developed a multiplayer fps game in C++ and many peoples appreciated it, and today someone has created cheats for my game and he is trying to spoil my hard work which I spend developing the game. I ...
1 vote
1 answer
88 views

Is reobfuscating javascript every time the page is loaded a valid option for a multiplayer game?

I am looking for ways to prevent cheating on a multiplayer browser game. I saw this answer where it was mentioned that obfuscation is not an effective technique. My plan is not only to obfuscate the ...
27 votes
17 answers
13k views

How could I prevent a player from cheating by taking a picture with their phone?

I'm making a game with a primary mechanic of a very limited amount of time that you can see a maze, and must navigate it blindly as much as possible to conserve your torch fuel. It's possible you ...
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3 votes
1 answer
103 views

How to make the player unable to change some of the game elements?

I am making a text turn based RPG fighting game in which you create your own spells. You also share them as JSON files with your friends. Sharing is required to win. The game is designed so that it ...
0 votes
1 answer
93 views

Using a JS Query to work as an HTML Anticheat?

So, I have a project, its a "cookie clicker" by definition, and I wish to work out how I can protect the game from users being able to edit ...
1 vote
1 answer
559 views

Is this a reasonable method of detecting JS memory hacks?

I'm working on a single-player browser-based RPG in my free time. I do allow for saving the user's game on the server, but the game is largely going to run locally and I therefore acknowledge that it ...
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0 votes
1 answer
393 views

Player experience using a server in single player adventure to prevent cheating

I'm making a game where the user can sell items he finds during the the "single player" adventure on an online, I was looking at ways to prevent any malicious user to create rare and expensive items ...
0 votes
1 answer
1k views

Keeping score server side to prevent cheating

For my Unity WebGL game, I'm looking into storing the score of users in a database to make a highscore table (it's not a multiplayer game). Because client side code can always be "hacked", the advice ...
4 votes
4 answers
526 views

Is it NOT feasible to create a web-based game which provides cash prizes due to bots?

Say you want to build an online web-based game of (say) Hangman where the person who continues to win eventually wins a cash prize. The more players that enter the game the more the eventual winner ...
1 vote
1 answer
2k views

Unity Anti-Cheat solutions

I'm currently working for a websites client development team and need guidance on where to go for anti-cheat with unity. We have scripting, where a user can code in their own features via a editor we ...
1 vote
1 answer
504 views

anticheat architecture [duplicate]

I have online game for which I wrote a simple external anticheat in c#, it checks my game's process modules and handles for suspicious activity. And so it works like this: player starts launcher (...
0 votes
2 answers
164 views

shooting bullets without players being able to cheat

I'm working on a multiplayer game and for bullets that players shoot I was wondering what is the right way to do it: when a player press a key It send the key code to server and: a. server starts ...
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0 votes
1 answer
1k views

How to prevent (most) cheating (server-side) in my JavaScript, Node JS, socket.io MORPG?

I'm working on a fairly simple JavaScript + Node JS + socket.io (M)MORPG where multiple people play in the same world. This is actually working, but cheating is insanely easy at the moment. My goal ...
0 votes
1 answer
169 views

Multiplayer netcode where all units, including server, are untrusted - possible, feasible, etc.?

Most professional video games use either a peer-to-peer architecture or a client-server architecture. In the former, clients often trust each other, and instead employ anti-cheat techniques to ensure ...
3 votes
5 answers
481 views

How to prevent automation-type cheating?

Lets say I'm making an incremental game, (e.g. cookie-clicker-like). The premise of the game is simple: players send inputs that advance their game state. Players convert their own real-life time into ...
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2 votes
2 answers
327 views

Verifying client file integrity

I am working on a simple game. It will have multiplayer over LAN, and I want to give the host the option to verify that players are not using modified clients (note that this will be disabled by ...
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2 votes
1 answer
165 views

Feasible to do all game logic on PHP server?

For the turn-based browser Flash RPG I'm working on, I'm keeping all player stats in a MySQL database, with PHP as the go-between, for the sake of persistence and to prevent cheating by memory editing....
0 votes
1 answer
87 views

Should all stats only exist on MySQL database for my Flash browser RPG?

I'm creating a browser RPG in Flash which will have some multiplayer elements and in-app purchases so security is a high concern. Would it be better to have all game stats like health and such exist ...
2 votes
1 answer
378 views

Save game on server side

I'm working on a small management game. The player manage his hospital where he can collect items and new characters. Each player can visit others players hospital and gives collected entities. I ...
50 votes
4 answers
16k views

How can I completely hide and protect strings from the player in Unity?

I have been using Unity to create a 2D game which will be completely offline (which is the problem), the game-play needs you to enter certain strings at certain levels and Unity compiles to DLLs, ...
0 votes
2 answers
198 views

Will this method of hashing player positions be effective in defeating FPS wall-hacks?

For example using a class like below to Hold the player positions and only show the players to each other when their Distance is less than something, So the calculations are also used by the client's ...
2 votes
3 answers
342 views

In a multiplayer game, should everything that is not user input be done server-side to prevent cheating?

I've heard this said before, but it seems somewhat unrealistic. These are the two scenarios I'm working with: User Presses move key, moves themselves, and tells the server -> server tells other ...
3 votes
1 answer
966 views

How can I prevent cheating in a distributed multiplayer game?

A problem I've been thinking about recently is how it might be possible to create a multiplayer game without a centralised game server. Is it possible to distribute "server" responsibilities across ...
1 vote
0 answers
211 views

Multiplayer client-side physics

I'm trying to handle all the physics on the client and correct data on the server. e.g. ...
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1 vote
1 answer
605 views

How do Aimbots get detected?

I was wondering on the programming methods which are used to detect when a player is using an Aimbot/AutoAim cheat.
0 votes
1 answer
719 views

How do I avoid users hacking my network games from the client side? [duplicate]

I've decided to make an online game; the server sends packets of information to the client application, which is going to simulate what it gets from the server. The client makes a part of the design ...
2 votes
3 answers
585 views

How to securely submit a score?

We have an app with several mini-games in it and in each a highscore can be achieved. The score gets submitted by requesting an endpoint and passing the score as a json in the body. How can we be sure ...
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2 votes
0 answers
95 views

Implementing an efficient method of server-side checking [closed]

I'm making a web-based action RPG game. I don't want players to cheat, but I also don't want the game to constantly pause to wait for the server to respond. I made it so the game is played on the ...
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0 votes
2 answers
436 views

Anti-cheat: How secure is the client?

Let's say, theoretically, that I'm developing a first person shooter with, of course, a map with things like walls. In the client code, the player is obviously halted upon collision with these wall ...
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0 votes
2 answers
245 views

Would adding delay to inbound traffic give you an advantage in online games?

Wouldn't adding a latency delay to inbound traffic and limiting your download speeds to a low but playable standard give you an advantage in online games, especially shooters? Because wouldn't your ...
-1 votes
2 answers
3k views

How can I change or hide my process name to prevent Cheat Engine use?

I am writing a hack shield that can protect my game from Cheat Engine and similar programs. The ideas are to: build a hack shield that can hide the process name while the process is running. build a ...
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18 votes
4 answers
4k views

How can I implement multiplayer cloaking with visuals that resists client-side hacking?

I've been thinking about implementing stealth in a multiplayer game. It's a MOBA style game, so think League of Legends (LoL) and Heroes of the Storm (HotS). Multiple clients connect to a single ...
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-5 votes
2 answers
431 views

Is it definitely impossible for a user to alter data stored server-side in an online game?

Does storing game data server-side definitely prevent cheating related to that data (by altering it, et cetera)?
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2 votes
3 answers
209 views

Core code obfuscation and scripting

I am currently developing a 2D multiplayer game in Java and I would like to use Lua to define clientsided visual animations. Although this sounds like a reasonable idea to keep the core Java code to a ...
0 votes
1 answer
884 views

Obscure primitive data types against cheating [closed]

im trying to create lightweight value obscurer, against possibility to blatantly change primitive values in memory editor. Such as cheat engine. Here's what i have to far. ...
2 votes
2 answers
2k views

Game Loop design that is speed hack proof

I'm not sure if this is possible, but it's worth a shot asking. How does one design a game loop in such a way that hooking and enabling a speed hack app to the game(dx11) doesn't matter? I found this ...
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2 votes
0 answers
59 views

Strategies to make it difficult to cheat + easier to identify cheaters in Javascript/HTML5 game [duplicate]

I intend to have a Javascript/HTML5 game with a global leaderboard. I have devised a very simple system for submitting highscores as follow: When the game finishes, the game client makes a POST ...
2 votes
1 answer
937 views

How to create memory manipulation and how does it works? [closed]

How does memory manipulation works for cheats?, how does one create it, i think it must be something to do with your RAM and changed it to give a different value, but how to create it?
30 votes
11 answers
10k views

How can I stop players from cheating on puzzle levels by finding solutions on the web?

In a level based, puzzle-like, game, how can we prevent the gamers to be searching on the Internet for solutions to a specific level? I'd like to let players fairly compare their scores. I've thought ...
3 votes
2 answers
194 views

I'm making a networked game for mobile. Should I worry about cheating?

I'm in the process of making a racing game for Android/iOS. I'm thinking of implementing a server/client model, should I worry about cheating and make all players communicate with a server of mine, or ...