Session-bound telemetry
Heartbeats and detections travel on a short-lived, session-scoped token with a strictly increasing sequence. Your tenant credentials never ship inside a game, launcher or DLL.
Anti-cheat control plane for online games
Blackbeard ties client integrity signals to licensed, authenticated game sessions and gives your team the evidence to decide. Your game server stays the source of truth. Blackbeard makes cheating costly, visible and reviewable.
No client-side anti-cheat can make a game impossible to copy or modify. Blackbeard is one layer of a defense-in-depth design.
How it works
The client gathers evidence. The control plane binds it to a real session. Your game server decides. No step trusts the one before it blindly.
Verifies signed game files and requests a one-use launch ticket from your backend. It never holds a tenant key.
Matches the exact signed game binary, starts the sensor and reports narrowly scoped integrity signals.
Binds signals to the licensed session with short-lived tokens, stores evidence and alerts your team.
Validates every state change and combines its own checks with Blackbeard evidence to decide.
Platform
Signals arrive with the context a reviewer needs, through credentials scoped to a single session.
Heartbeats and detections travel on a short-lived, session-scoped token with a strictly increasing sequence. Your tenant credentials never ship inside a game, launcher or DLL.
Each detection arrives with its player, game, sensor and evidence. Launcher sessions record their build and agent.
Review, dismiss or ban from the console, with temporary bans and appeals. Every decision records who made it.
Bans, key rotations, configuration changes and exports are recorded per studio.
HMAC-signed webhooks push detections, bans and sessions to your tools. Export players, detections, bans and sessions.
Every agent release has a version, a file hash and a minimum compatible version, and downloads only from allowlisted HTTPS hosts.
Editions
Standard runs entirely in user mode. Enterprise adds optional kernel-level handle protection for teams ready for driver signing and staged rollouts.
User-mode protection for most online games
For competitive titles with dedicated security teams
Privacy
Anti-cheat runs on your players’ computers. They deserve to know exactly what it does. Launcher sessions identify a player only by a keyed hash of the studio’s account id.
FAQ
No, and nothing that runs on a player’s computer can. Blackbeard raises the cost of common tampering and gives you evidence. Real protection comes from combining it with server-side validation of everything that matters.
No. It reports evidence with its confidence and context. Your game services decide. We recommend acting automatically only on several independent, high-confidence signals, and sending everything else to review.
Not with Standard, which runs entirely in user mode. Enterprise can add a signed kernel driver for handle protection, rolled out in stages.
The launcher and SDK report “unavailable” or “degraded”, never “protected”. Your server decides whether that session may play.
In the Blackbeard control plane, isolated per tenant. Only your team can see your sessions, players and evidence.
Get started
Studios sign in to the tenant console with the credentials their administrator issues. New studio? Write to us and we’ll set up your tenant.