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game-security-research

Authorized game-client, protocol, replay, and anti-tamper security research for local, self-hosted, or intentionally vulnerable training targets.

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Dépôt
BitterSecurity/Decepticon
Dernière activité de la source
17 août 2026 à 22:24
Langue détectée de SKILL.md
anglais
Étoiles
5 565
Forks
1 053

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SKILL.md
Instructions source · Aperçu en lecture seule
name
game-security-research
description
Authorized game-client, protocol, replay, and anti-tamper security research for local, self-hosted, or intentionally vulnerable training targets.
allowed-tools
Read Write Bash
metadata
{"subdomain":"reverse-engineering","when_to_use":"game security Unity Unreal IL2CPP replay savegame protocol server authority anti-tamper authorized training lab","upstream_ref":"OWASP Game Security Framework concepts, Unity/Unreal vendor debugging documentation, Pwn Adventure educational game-security lab","capability_contract":{"lane":"game-security","scope":"isolated-lab","environment":["self-hosted-game-server","disposable-client-vm","isolated-network"],"required_tools":["ghidra","frida","wireshark"],"evidence":["client-build-hash","packet-capture","replay-artifact","server-state-diff"],"verification":"replay the minimal input against a local or explicitly authorized self-hosted game service","negative_control":"run an equivalent valid client action and confirm the server state does not change","scorecard":["validated-rate","server-authority-coverage","remediation-verification-rate"],"benchmark":"held-out-game-security"}}
# Game Security Research ## Scope Use only local, self-hosted, or intentionally vulnerable game targets with written authorization. Do not create or deploy online-game cheats, anti-cheat bypasses, ban evasion, aim assistance, overlays, memory manipulation, or multiplayer disruption tooling. ## Research workflow 1. **Pin client and server builds.** Record executable hashes, engine version, platform, symbols, server commit, and local-lab topology before inspection. 2. **Map trust boundaries.** Identify which values are authoritative on the server: inventory, currency, movement, progression, matchmaking, replay, and entitlement state. Classify client-only checks as hypotheses until server state is measured. 3. **Analyze accepted artifacts.** Inspect local save files, replay formats, asset bundles, protocol schemas, and debug telemetry. Keep raw captures and parsed summaries separate. 4. **Validate safely.** Submit the minimum input to the self-hosted target and record the server-observed state transition. Run the corresponding ordinary player action as the negative control. 5. **Evaluate defenses.** Exercise anti-tamper and telemetry only as a defender: confirm expected alerts, integrity checks, and server-side rejection after a local test case. Never develop an evasion workflow. ## Promotion rule A reportable finding must include the pinned build identity, minimal replay or request, packet/trace evidence, server-side state delta, baseline result, and a post-remediation replay. A client-only display change is not proof of impact.
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