Mobile game security.

A cheat or a cracked build does not stay with one player. It spreads, and within days it is draining your revenue and emptying your matches. We attack your game the way a cheater would and tell you which protections hold and which do not, with the bypass to prove it.

They want to win without playing, or get for free what others pay for. Once one player finds a way, they share it, and within days thousands of players are using it. The same break that works on your build works for everyone who installs it.

The company that sells you an anti-cheat or a RASP cannot be the one that tells you it works. We did not sell you the protection, so we have no stake in the result. We attack your game with the techniques real players use, and you get every bypass we find, with the exact steps to reproduce it. A protection that survives that is proven; one that does not, you learn before your players do.

  • Cheating: changing speed, damage or resources with dynamic instrumentation or a modified build, to win without playing.
  • Piracy and repackaging: repackaging the game with cheats built in or ads stripped out, then distributing it outside the stores.
  • In-app economy manipulation: faking purchase validation or editing virtual currency to get paid items and coins without paying.
  • Account takeover: stealing other players' accounts along with the items and currency they hold.
  • Bot farms: automating matches and farming resources at scale with scripts and emulators.

In mobile games, cheating and revenue loss keep coming back to the same technical weaknesses. These are what we go after.

  • Tampering and memory manipulation: game state and values changed in memory or in the running process at runtime.
  • Repackaging and resigning: the app modified, resigned and still accepted, because integrity is not verified end to end.
  • Weak integrity and anti-instrumentation checks: root, emulator and instrumentation detection that a player can find and disable.
  • Insecure storage of entitlements or tokens: purchases, entitlements or session tokens kept where a player can read or edit them.
  • Server logic that trusts the client: the backend accepting scores, rewards, purchases or positions that a tampered client sends.

You can see several of these worked through end to end on a deliberately vulnerable app in our sample report.

We help write the OWASP resilience tests

Our team contributes to MASVS-RESILIENCE, the part of OWASP MAS that covers platform integrity and resistance to debugging, tampering, reverse engineering, emulators and dynamic instrumentation. OWASP recognized this work by naming vulnit an OWASP MAS Advocate.

Reverse engineering is our daily work

We analyze protected apps in our assessments and research, including when the logic sits in obfuscated native code or the game detects tools such as Frida.

Our own technology

Chameleon gives us deep visibility into what your game does inside the operating system, which makes the analysis faster and more thorough. The controls that usually slow testing down, such as root, emulator and anti-instrumentation checks, are handled at the OS level by default, so our time goes into breaking your game instead of getting past them.

Meet the team
Do you test the game with the anti-cheat enabled?

Yes. The test is precisely about trying to bypass it, on the same build you release to your players.

What do I receive?

Every confirmed bypass, with its impact, the steps to reproduce it and a proof of concept where relevant.

Do you also test the game server?

Backend APIs can be included, and we generally recommend it: in a game, the server decides which purchases, scores and rewards are valid. We decide it with you case by case.

Do you test iOS as well as Android?

Yes. We test both, to the same depth. On Android we work with Chameleon; on iOS we test on physical devices. If your game runs on both platforms, we deliver one report per platform.

Do you need source code?

No. By default, testing is black-box: we attack your game with the same information an attacker would have, using the same build you release to your players. If you prefer, we can also review the source code.

Can I combine several services in one project?

Yes. They all start from the same analysis of your game. Tell us what you want to know, for example whether your protections stop an attacker or which OWASP MASVS controls it meets, and we combine it into a single project.

How do you handle confidentiality?

We agree confidentiality terms before you share builds or documentation. We have a standard NDA, but if you prefer to use yours, we are happy to review it.

Tell us about your game and what you want to prevent. We reply within one business day to arrange a scoping call.

Talk to our team

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