Otukan anti-cheat targets the abuse that depends on changing the game on the player’s device: modified game packages, memory editing, speed manipulation, automated play and tampered purchase or reward flows. Otukan detects these inside the running game on Android and iOS, including Unity games, applies the response you set for each game mode and sends the signal to your game server. Your server stays authoritative. Scores, currency, matchmaking and bans are decided on your side, where a cheater cannot reach, and Otukan gives each of those decisions stronger evidence.
The industry view, from economies to live operations, is on mobile game security.
Abuse model
Most mobile cheats need one of three things: a changed copy of the game, a way to change values while it runs, or a way to play without a person. Otukan targets each of those dependencies.
| Abuse path | How cheaters use it | What Otukan checks | What your server should still verify |
|---|---|---|---|
| Modified packages | Patched builds with unlocked items, removed ads or god mode, shared through mod sites | Code, assets and signing identity against your published build | That inventory and currency changes came from valid server events |
| Memory editing | Tools that find and rewrite health, coins or cooldown values during play | Outside tools reading or writing the game’s memory | That reported values fall within what the match allows |
| Speed and time manipulation | Hooks on timing functions to finish timers or races faster | Hooks on clock and timing functions | Client timing against server time |
| Automated play | Emulator farms, input scripts and bots grinding rewards | Emulators, instrumentation frameworks and, on Android, input-driving accessibility services | Play patterns across accounts |
| Purchase and reward tampering | Hooks that fake a completed purchase or ad view | Hooking on purchase and reward code paths | Store receipts and reward grants on the server |
Built per platform
Android and iOS offer cheaters different tools, so Otukan builds its checks separately. On Android the risks include sideloaded mod packages, rooted devices and accessibility-driven automation. On iOS they centre on jailbroken devices, re-signed builds and injected libraries. A Unity game carries both a native layer and the engine’s own runtime, and Otukan protects the game as a whole on each platform.
Client-server boundary
The server stays the referee. A client check runs on a device the cheater holds, so its value is in making cheating slower and costlier and in telling the server what it saw.
What the client does
Otukan checks run at launch, when a competitive match starts and before purchase or reward flows. When a check fires, the game applies your response for that mode: record quietly, warn, restrict the mode, or end the session.
What the server does
The signal arrives with the session and with purchase receipts. Your server can then refuse a match result, hold a reward, route an account to review or step up verification. Fairness decisions such as leaderboard removal and bans remain yours, based on the signal combined with your own match data.
For network-level tampering with game traffic, see man-in-the-middle prevention.
Operations
False bans
A false ban costs a paying player and a support ticket. Otukan’s rollout starts in observe mode so you see how often each check fires on real players before enforcing. We then test each control three ways with your team: reproduce the cheat in an authorised lab and confirm the signal, play the same journey on a clean supported device and confirm silence, then repeat install, update, sign-in and your key game mode.
Release changes
Live games ship often. Protection is applied inside the build pipeline you already use, so each update is protected without a separate project, and the integrity reference moves with the build you publish.
Supported engines
Otukan protects native Android and iOS games and games built with Unity. Tell us your engine and scripting setup so we can confirm the controls for your game. For Unity specifics, see Unity app security. For a structured way to evaluate options, see the mobile anti-cheat solution guide.
For the wider protection model, return to mobile app security. If your game is already published, you can request a free App Exposure Check of the public store release.