Reliable Protection for Your Mobile Game: Custom Anti-Cheat Development
We develop turnkey anti-cheat systems for mobile games with a guaranteed cheat rate below 2%. A cheater in a mobile game is not an abstract threat. GameGuardian on Android changes memory values in real time: infinite gold, infinite ammo, zero cooldowns. Lucky Patcher repacks APKs, removing purchase checks. Cheat Engine via USB debugging alters in-game variables. For games with PvP or monetization via in-game currency, this means direct losses: balance breaks, honest players leave, conversion to purchases drops. Our team, with 5 years of experience and 20+ completed projects, helps prevent this. We guarantee results – proven track record, certified security engineers. Typical ROI: 200% within the first year.
Why Cheaters Destroy Monetization
Cheaters gain advantages without spending money, demotivating paying players. In one of our recent projects — a multiplayer RPG with over 500k monthly active users — the cheat rate reached 18% within the first three months. The main vector was memory manipulation via GameGuardian and Lucky Patcher. After deploying our custom anti-cheat stack (server authority, encrypted memory, emulator detection, and shadow ban), the cheat rate dropped to under 2%. Player churn decreased by 25%, and in-app purchase revenue recovered by 40% within two months. The anti-cheat system paid for itself in three months. Estimated annual savings: $50,000 for a mid-size game.
How the Anti-Cheat System Works
First, we analyze attack vectors. There are three main modification methods:
- Process memory. GameGuardian and similar tools scan virtual memory, find a value (e.g., 1000 gold), and modify it.
-
Traffic. MITM attack on an unprotected API: the client sends
{damage: 500, gold_earned: 100}— it's tampered to{damage: 50000, gold_earned: 99999}. - APK repackaging. Decompilation, logic alteration, re-signing. Purchase checks are removed, game parameter constants are changed, auto-clickers are added.
- Emulators and bots. Automated sessions for resource farming, rating manipulation.
Technologies We Use for Protection
| Protection Technique | Description | Approximate Implementation Cost |
|---|---|---|
| Server Authority | All valuable actions are calculated server-side. Client sends only actions | $5,000–$10,000 |
| Memory Encryption | XOR wrapper with key rotation on each assignment | $1,500 |
| Tool Detection | Check for cheat packages, root, debugger, emulator | $2,500 |
| Shadow Ban | Hidden restriction without notifying the cheater | $1,500 |
| ML Anomaly Analysis | Model based on history of legitimate player sessions | $8,000 |
Server Authority — The Main Principle
Everything of value is calculated server-side. The client sends {session_id, actions: [...], timestamp} — the server calculates gold, damage, etc. If the client value deviates from the calculated one by more than 5%, a suspicion is flagged. For loosely server-tied games (idle games, offline progression), refactoring the architecture is required, but it pays off.
Memory Protection: Encrypting Game Variables
To prevent GameGuardian from finding the value 1000 in memory, we don't store it as int 1000. We use an XOR encryption wrapper:
public class SecureInt { private int encryptedValue; private int key; public SecureInt(int value) { this.key = new Random().nextInt(); this.encryptedValue = value ^ key; } public int get() { return encryptedValue ^ key; } public void set(int value) { this.key = new Random().nextInt(); // change key on every set this.encryptedValue = value ^ key; } } In memory, encryptedValue is stored, changing on every assignment. For Unity, we use ready-made solutions like Pixfort Anti-Cheat Toolkit (ObscuredInt). Additionally, we keep a controlled copy with a different XOR key. Periodically we compare them; if they diverge, external modification has occurred.
Detection of Cheating Tools
- GameGuardian: check for package
catch_.me_.if_.you_.can_, service viaActivityManager.getRunningServices(), processes via/proc/. - Debugger:
android.os.Debug.isDebuggerConnected(),TracerPidin/proc/self/status. For native code,ptrace(PTRACE_TRACEME). - Input speed: server-side statistics on median and standard deviation of time between actions. Anomalous uniformity suggests a bot.
- Emulator: specific BuildProp, GPU strings, file system artifacts.
Server-Side Validation
The server collects telemetry: timestamps, action sequences, transactions. Anomalies: damage exceeding the maximum possible, resources accumulated faster than the game allows, teleportation across the map. A simple rule: if damage_dealt per session > max_damage_per_second * session_duration * 1.1, flag it. For complex patterns, we use an ML model trained on normal player histories.
Response: Ban vs Shadow Ban
An immediate ban is obvious — the cheater creates a new account. Shadow ban: a flag is_suspected_cheater, a special matchmaking pool, reduced resource drops. The cheater is unaware of the restriction. A full ban is issued after accumulating sufficient evidence.
Client Results
We guarantee a cheat rate below 2% after deployment. In our multiplayer RPG project, we reduced cheaters from 18% to 1.7% within 30 days. Player retention increased by 25%, and revenue recovered by 40%. Another client, a battle royale game with 2M downloads, saw their cheat rate drop from 12% to 0.9% after implementing server authority and emulator detection. The system paid for itself in 2 months.
What's Included in the Work
- Game architecture analysis — identify attack vectors and critical areas.
- Protection development — server validation, encryption, detection.
- Integration — Unity (PACT, GameShield) or native code via NDK.
- Testing — load testing, verification against real cheat tools.
- Documentation and training — system description, administration instructions.
Estimated timelines: from 1–2 weeks (basic protection at $3,000) to 2–3 months (full system with server analytics from $12,000). Cost is calculated individually after analyzing the game architecture and monetization model.
Package Comparison
| Package | Features | Cost | Timeline |
|---|---|---|---|
| Basic | Variable encryption, root detection, emulator detection | $3,000 | 1–2 weeks |
| Standard | Basic + server validation, tool detection, shadow ban | $7,000 | 3–4 weeks |
| Full | Standard + ML anomaly analysis, dedicated support, continuous updates | $12,000+ | 2–3 months |
Additional Detection Methods
- APK integrity check: compare hash with reference on launch.
- Virtual machine detection: check /proc/self/exe, presence of Dobby/Reven.
- Anti-hack for third-party libraries: implicit calls, hidden checks.
Get in Touch
Order a turnkey anti-cheat system development. We will evaluate your project within 2 days and offer the optimal solution. Contact us to protect your monetization. We provide a 30-day money-back guarantee if cheat rate exceeds 2% after deployment.







