Make cheating your game cost more than it wins.
TrustSig Protect virtualizes the game logic your browser build has to ship, ends the session when someone patches it, and tells your backend which account did it.
- Account
- acct_81194
- Build
- 7f2a41
- Detections
- 4 in 1.4 seconds
- Session
- ended at 12:04:52
The cheats that pay are scripts, not aimbots.
Your build ships whole to every player, so the work is reading it once and automating whatever it decides.
One patched client, two different bills.
Make the cheat worth less than the work.
A cheat that took two evenings now takes weeks, fits one build, and ends the session while it runs. The arithmetic that made it worth selling stops working.
Patch it mid-hand and the session ends.
Protect checks its own code for as long as your game is open, and gives the player nothing to learn from when it catches something.
- 12:04:51.220Patch landsa byte in the payout leaf changes
- +4 msIntegrity failsthe page no longer hashes to its own key
- +90 msMemory wipedregisters, stack and scratch are zeroed
- +310 msSession goneno error, no message, no reason given
Every catch arrives as an account, not a mystery.
The detection leaves the player's machine carrying the account, the build and the round, so a second offence is visible as one.
- Account
- acct_81194
- Detected
- interpreter page rewritten
- Build
- 7f2a41
- Round
- blackjack 12, hand 4471
One cheat is one account. The ring behind it is thirty.
Protect guards the code on the player's machine. TrustSig Pro ties the accounts behind it to one device, so a bonus ring loses every alt at once.
See how Pro links accountsWhat ships inside a protected build.
- Virtualization
- The rules you pick run as bytecode on an engine that only your build has.
- Polymorphic builds
- Every build differs byte for byte, so a cheat written against one does not fit the next.
- Anti-debugging
- Breakpoints and single-stepping are caught while the round is running.
- Anti-tampering
- Patched code, hooked browser functions and swapped runtimes end the session.
- Honeytokens
- Bait values no real player can reach mark whoever spends them.
- String vault
- Keys and signed values stay encrypted and are decrypted for the instant they are used.
- Tamper events
- Every catch reaches your backend with the account and the build attached.
Anti-cheat, answered
No. Anything that decides money belongs on your server. Protect covers the part of the game that can only run on the player's machine.
Protect works on the JavaScript and WebAssembly a browser game ships, whichever engine produced it.
The session ends with no error and no reason given, and your backend receives the account, the build and what was detected.
Only the logic you pick runs inside the engine, so the rest of the build runs at the speed it does today.
Given enough time on a machine they own, yes. Each break is made by hand against a single build and is worthless once you ship the next one.
That is device identity rather than code protection. Protect guards the client, and TrustSig Pro links the accounts behind it to one machine.
Get in touch.
Tell us what your game ships, where the cheating shows up, or whatever you want to ask.