int to Compuon<int>
That's it.
A self-hosted integrity server proves client-side runtime data tampering with evidence, not heuristics. User-space only. No kernel driver.
int Health = 100; int Gold = 500; int Armor = 25; int Damage = 12; int Reward = 50; Health -= Damage; Gold += Reward; bool Alive = Health > 0;
#include <compuon/compuon.h> using namespace compuon; Compuon<int> Health(100); Compuon<int> Gold(500); Compuon<int> Armor(25); Compuon<int> Damage(12); Compuon<int> Reward(50); Health -= Damage; Gold += Reward; bool Alive = Health > Compuon<int>(0);
Protected values in the client. Integrity server on your infra.
Compuon is not a kernel agent and not a full anti-cheat replacement. It is an auditable runtime integrity layer that proves client-side value tampering in multiplayer — and silently breaks pirated copies in single-player, without blocking execution.
Auditable in your own binary
Compuon compiles into the game itself, so your engineers can inspect what ships, reason about the runtime data path, and avoid a black-box client agent.
Self-hosted integrity server
Live deployments always use the integrity server. We ship the Docker image and licensing token; your team runs the service on infrastructure you control.
Designed to layer cleanly
Use Compuon alongside EAC, anti-tamper, DRM, or existing server-authoritative checks when the problem is runtime value manipulation inside the client.
Wrap the values you care about
Replace vulnerable engine values with `Compuon<T>` or the Unreal wrappers and keep writing gameplay code the same way.
Run the integrity server yourself
Production use includes the integrity server by design. You run it privately, keep the traffic path under your control, and avoid a vendor-hosted gameplay dependency.
Turn tampering into proof
Cheaters can still edit plaintext values in memory. The integrity state diverges, the server compares it, and the mismatch becomes evidence instead of a guess.
Built for the failures that actually cost live games: ammo that never drains, durability that never drops, currency that forks away from the rules.
Those are the runtime-data incidents that force emergency patches, rollbacks, and live-ops apologies. If your game already uses EAC, anti-tamper, or DRM, Compuon is the layer that proves the values those systems do not.
Catch cheaters with evidence
Memory editors can modify plaintext values freely. The integrity state diverges, the server compares, and the mismatch becomes proof — not a guess. No kernel driver. No false positives.
A complementary protection layer for offline games
Selected game variables can exist only in encrypted form, with no plaintext in memory. The correct value is derived at read time from a server-issued session key. Without authentication, the game runs — but inventory, currency, and progression produce wrong values. No crash, no DRM launcher. The variables themselves are broken, and every build breaks differently.
Protect the values that matter first.
Start with health, ammo, durability, score, currency, or ranked progression. Layer it into the rest of your protection stack without pretending every problem needs the same tool.