| name | game-security-anti-cheat-and-abuse |
| description | Use when threat-modelling a game client/server, validating actions, protecting game economy and accounts, detecting tampering or cheats, limiting bots and abuse, investigating incidents, or designing proportionate enforcement and appeals. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Game Security, Anti-Cheat, and Abuse
Reduce exploitable authority and player harm without claiming that an untrusted client can be made trustworthy.
Use When
- Protecting competitive results, inventory/economy, accounts, matchmaking, chat/community, or client integrity.
Do Not Use When
- The task is general application security only; compose with the security family.
- A proposed control requires invasive collection without privacy/legal review.
Required Inputs
Assets and abuse cases, topology/authority, data flows, target platforms, player populations, economy model, threat actors, privacy constraints, telemetry, enforcement policy, appeal/support owner, and acceptable false-positive cost.
Workflow
- Threat-model client, transport, server, APIs, content pipeline, account, economy, social surfaces, and operations.
- Move consequential validation to authoritative services and constrain rate, sequence, range, inventory, and replay.
- Layer prevention, detection, investigation, containment, recovery, and communication; record evidence provenance.
- Separate anomaly from guilt; calibrate thresholds and human review against false positives and accessibility tools.
- Exercise forged messages, replay, speed/range violations, duplicated purchases/items, bot load, credential theft, toxic content, compromised telemetry, and rollback.
Outputs
Threat/abuse model; authority and validation controls; signal register; privacy review; investigation/runbook; enforcement and appeal policy; red-team and recovery evidence.
References