Game-Sentinel detects cheating at the kernel and usermode layer — unsigned driver loads, code injection, handle hijacking, memory tampering, debuggers, overlays, hypervisors and known cheat signatures — and profiles player behaviour on the device for aim snapping, recoil nulling, scripted input and inhuman reaction times. Signed detection updates reach every player without a game patch, risk scores stay explainable, and enforcement is graduated from review to block with a human decision at the end.
Game-Sentinel watches the places cheats actually live — unsigned drivers, injected modules, hijacked handles and tampered memory — while an on-device model profiles how the player moves and shoots. Signals are explainable, enforcement is graduated, and a human makes the final call.
Most anti-cheat stops at detection. Catching a cheat is only useful if you can prove who ran it and do something about it — so we built the whole loop.
Kernel and usermode collectors watch the system for tampering, while an on-device model profiles how the player actually aims, shoots and reacts. Raw observations become weighted signals, scored over a rolling window so one lucky clip never decides anything.
Every install holds its own cryptographic identity and proves possession of it before a single signal is accepted. Reports are bound to a real machine, not a username — so evidence cannot be forged from the outside, replayed, or quietly attributed to someone else.
Flag for review, restrict for a window, or block outright — each with a reason, an expiry and an appeal that reverses it cleanly. New detections reach every player without a game patch, so you can act on a whole cohort at once.
Cheats hide wherever you are not looking. Game-Sentinel collects from the kernel, from usermode and from the hardware itself, then fuses everything into a single score you can actually explain.
Runs without elevated rights, so it works everywhere — including platforms where a driver is not an option.
Inference runs on the device. Only the verdict is sent — never raw input, never your screen.
The best cheats leave nothing on disk and nothing in memory to match. What they cannot hide is the player. A model running on the device profiles how this person aims, tracks and reacts, then reports the moments that stop looking human — aim that snaps rather than travels, recoil that vanishes perfectly, reactions faster than nerves allow.
A model is a witness, not a judge. Behavioural profiling narrows where your team should look; it does not decide who gets banned. Talented players exist, and treating a statistical outlier as a confession is how anti-cheat loses a community's trust.
Cheat development is a race, and shipping a client update every time you win a round is not an option. Game-Sentinel pushes new detection hashes and retuned weights straight to the protected client, signed end to end. Players pick them up on their next session — no store submission, no downtime, no warning to the cheat seller.
Your keys, your call. The signing key never leaves your server and the public key ships inside your client. Game-Sentinel cannot publish a detection update to your players, and neither can anyone who compromises the delivery path.
Detection is the easy half. Everything below is what decides whether your anti-cheat still works in year three — and whether your players trust the bans you hand out.
No black box, no “confidence 0.97” you cannot defend. Every score breaks down into the exact signals that produced it, with the weight each one contributed and when it fired. When a streamer with 40,000 viewers asks why they were banned, you have an answer — and so does your support team.
A banned cheater makes a new account in ninety seconds. Every session carries a hashed machine fingerprint, so the new name shows up linked to the old ban immediately. One lookup returns every player reference ever seen on that hardware, and the history survives the ban that caused it.
Each install holds its own Ed25519 identity and proves possession of it before the server accepts a single signal. Session tokens last an hour, and revoking an install kills every one of them instantly.
Not every hit deserves a permanent ban. Flag for review, restrict for a fixed window, or block outright — each with a reason, an expiry and an appeal path that reverses it cleanly.
Every ban, reversal and policy change is written in the same transaction as the action itself, append-only. Months later you can still show exactly what was detected, what was decided, and who decided it.
Link the client into your usermode build and load the driver alongside it. No engine changes, no gameplay hooks.
gsk_client_…
On first launch the install generates its own key, registers against your title and proves possession. Nothing to provision.
client/enroll
Kernel and usermode detections stream up in batches and are scored the moment they land.
telemetry
Your server asks once per session whether a player is clear, and acts on the answer before the match starts.
server/player
Anti-cheat earns trust by being predictable. These are the lines the platform holds by design, not by promise.
A score is evidence, not a verdict. Nothing bans a player on its own — every restriction is issued deliberately, with a reason attached and an expiry you choose.
We collect detection signals and a hashed machine fingerprint. No documents, no browsing history, no keystrokes, and nothing at all once your game is closed.
Signals are queued and sent in periodic batches instead of chattering every frame, so detection work stays off the path between your player and the next tick.
A compromised machine can lie, and any vendor claiming otherwise is selling something. That is exactly why verdicts are explainable, scored over time and confirmed server-side.
Cheaters cost you the players who were never going to cheat. Put Game-Sentinel in front of your next match and start turning detections into decisions.