Anti-cheat for multiplayer. Integrity protection for single-player. Same SDK.

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.

Self-hosted integrity serverUser-space onlyAuditable source integration
Protection diff
Before
int Health = 100;
int Gold = 500;
int Armor = 25;
int Damage = 12;
int Reward = 50;

Health -= Damage;
Gold += Reward;

bool Alive = Health > 0;
Protection
After
#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);
~200ns
Tier 0 cost
Add, subtract, scalar multiply
0
Kernel drivers
Pure user-mode deployment
<0.01%
Frame impact
At 60 FPS with 100 variables
0
Runtime allocs
Stack-only, no heap pressure
Why it lands cleanly in production

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.

Core trait

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.

Core trait

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.

Core trait

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.

01

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.

02

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.

03

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.

No kernel theater

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.

+User-space deployment keeps Linux and Steam Deck paths cleaner than kernel-centric approaches.
+Per-build uniqueness burns time for cheat vendors every time you patch.
+Auditable source integration and a self-hosted integrity server keep the full path legible to your engineers.
Multiplayer

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.

Single-player

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.

Ready to ship it

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.