Multi-layer detection
Independent checks run across module, memory, and process state. Overlapping coverage means defeating one layer isn't enough — a cheater has to defeat them all.

A complete anti-cheat platform for private game servers. Multi-layer detection, device-bound bans, and a clean admin panel — ship in an evening, run with confidence.
Everything you need to detect, bind, and enforce — one SDK, one panel, no fine-tuning required.
Independent checks run across module, memory, and process state. Overlapping coverage means defeating one layer isn't enough — a cheater has to defeat them all.
Device identity is derived from several independent hardware signals, scored and matched with tolerance. Changing a drive doesn't ban a legit player; swapping a MAC doesn't rescue a cheater.
License validation and bans are served from a globally distributed edge network. No single-region bottleneck. No database "too many connections" ever.
Your legit components stay silent, everything else gets flagged with full context. Hash-based matching — renaming a cheat module to look legit doesn't help.
Fast, dark, purposeful. Licenses, device bindings, bans, audit log — everything in one place. No scripting, no plugin hunt.
Protection runs quietly alongside your client. No noticeable FPS drop, no stutters at load. Players don't notice it; cheaters don't escape it.
No complex configuration. No tuning phase. The SDK slots into your source, the panel does the rest.
Drop the SDK into your client and server source. Every integration point is define-guarded — reversible, no risky rewrites.
Create your license, upload your build hash, set client limits and bind policy. All through the admin panel.
Flagged activity surfaces in the dashboard as it happens. Full context, grouped by device and event type.
Ban a device from the panel, every account on that machine is blocked from reconnecting. One click, one less problem.
The platform does the heavy lifting — correlation, device grouping, event prioritization — and surfaces it on a dashboard built for game owners, not analysts. Full visibility through the activity log; one-click actions when you need to act.
Any single detection method can be studied and bypassed. We stack several — mitigation at the OS boundary, continuous integrity verification, hash-based module auditing, and weighted device matching. Defeating one still leaves five behind.
A ban a cheater escapes with a new email isn't a ban. Device-bound identity means a repeat offender has to physically change hardware before they come back — and even then, the fingerprint catches most of them.
Can't find your answer? Reach out through the contact section.
ValX AC protects your game against cheats, bots and client manipulation. Multiple detection layers work together to catch both known and emerging cheat techniques, running continuously throughout the session.
No noticeable impact. Checks are lightweight and scheduled off the render path. Players don't experience stutters or framerate drops.
Yes — full feature parity across x86 and x64. The same panel manages both from one place.
Drop-in. The SDK adds a header and a library to your client build and a few source additions, all guarded by preprocessor defines so removal is clean. Most customers deploy in a single evening.
Bans are bound to the device, not the account. Creating a new account on the same machine doesn't bypass the ban. A full hardware swap would be required — and partial swaps are still caught by the weighted fingerprint.
No. The panel handles correlation, grouping, and prioritization — you see the shortlist that matters, with full context and a complete activity log at your fingertips. Day-to-day runs on a handful of clicks, not a terminal full of logs.
Reach out via [email protected] or Discord (valxac). We'll walk through pricing, licensing and integration together.
Tell us about your game and we'll come back with a tailored assessment.