Threat Model
What Compuon defends against, what it doesn't, and why that's the right tradeoff.
Primary Threat: Cheat Tool Commoditization
Most game cheating isn't done by reverse engineers. It's done by players downloading commercial cheat tools — programs like CheatEngine, ArtMoney, or paid subscription cheats that offer point-and-click memory editing.
These tools rely on universal techniques: scan for a value, find its address, write a new value. This is the class of problem behind infinite ammo, frozen health, and forked currency values in live games. Compuon makes that approach economically painful by turning unauthorized edits into mismatches the integrity server can prove.
What Compuon Defends Against
What Compuon Does NOT Defend Against
Compuon is not a silver bullet. These are explicitly out of scope:
Per-Build Uniqueness
Each build gets a unique internal structure that changes automatically, making reusable cheat tools uneconomical.
Server-Side Proof
Compuon doesn't try to make cheating impossible on the client. Instead, it makes runtime tampering provable from the server side:
The server accumulates suspicion scores over time. Occasional mismatches (network issues, bugs) don't trigger action. Persistent, high-magnitude mismatches indicate intentional tampering. See Suspicion Scoring for details.