Application security feature

Mobile game anti-cheat

Otukan detects modded game clients, memory editing and automated play inside Android and iOS games, and hands your game server the evidence to decide fairly.

  • Android
  • iOS
  • Unity
Modded clients and bots is met at the in-game checks boundary before it reaches the appModded clients and botsIn-game checksYour app
  • Cheats seen in the client

    Otukan watches the running game for altered packages, edited memory and scripted input, the three tools most cheats depend on.

  • Your server stays the referee

    Every anti-cheat signal reaches your game server, which keeps authority over scores, currency, matchmaking and bans.

  • Fair to honest players

    Signals start as evidence, not verdicts. You review what fires across your real player base before any account is restricted.

Cheats Otukan handles in mobile games

Choose a cheat to see how Otukan spots it, what the game does and what your server learns.

Modded game clients

  1. Detect

    Otukan confirms that the game's code, assets and signing identity match the build you published, so a patched or re-signed copy is recognised.

  2. Respond

    A modified client can be kept out of ranked play, trading or purchases while offline modes stay available, as you decide.

  3. Report

    Your game server receives an integrity signal with the session, before it accepts results from that client.

Memory editing tools

  1. Detect

    Otukan detects tools that search and rewrite the game's memory to change health, currency, cooldowns or timers.

  2. Respond

    The game can discard the tampered session state or end the match, per your policy.

  3. Report

    A memory-tampering signal lets your server treat the reported values as untrusted.

Speed and time manipulation

  1. Detect

    Otukan flags hooks placed on the game's timing and clock functions to run play faster or slower than intended.

  2. Respond

    Timed rewards and competitive modes can be paused for that session.

  3. Report

    Your backend can compare client timing with server time using the signal.

Bots and automated play

  1. Detect

    Otukan recognises emulators, instrumentation frameworks and, on Android, accessibility services that drive input without a player.

  2. Respond

    Automated sessions can be limited to non-competitive content or flagged for review.

  3. Report

    An automation signal helps your server separate farming accounts from real players.

Purchase and reward tampering

  1. Detect

    Otukan detects hooking of in-app purchase and reward code paths inside the running client.

  2. Respond

    Purchase and reward flows can be restricted for the session while normal play continues.

  3. Report

    The signal travels with the receipt, so your server validates the purchase with extra context.

Anti-cheat controls built into your game

Each control protects a different part of the game and reports to the same server decision.

  • Anti-modding

    Stops altered copies of your game from passing as the published release, whether distributed as a modded package or sideloaded.

  • Memory editing detection

    Notices when an outside tool reads or rewrites values the game keeps in memory during play.

  • Emulator detection

    Tells physical phones apart from emulators used to run many accounts or scripted farms at once.

  • Purchase and reward abuse

    Protects in-app purchase, reward and ad-watch flows from hooks that fake a completed transaction.

You choose the response

Set a response for each user flow. Start by observing, then tighten flow by flow as the signals prove themselves.

Observe

Signal sent to your backend

Rolling out a new policy and measuring real-world signals.

Warn

This device looks modified. Continue with care.

Conditions some genuine users create, such as developer settings.

Restrict

Payments are unavailable on this device.

Payments, stored data and account changes.

Terminate

Session closed for your security.

Clear tampering on a high-risk flow.

How anti-cheat rolls out

  1. Map the abuse

    Agree with Otukan which cheats cost you most and which game modes they touch.

  2. Protect the build

    Anti-cheat protection is applied within your existing build pipeline for each platform you publish.

  3. Watch first

    Checks report silently while you learn how often they fire among real players.

  4. Decide on the server

    Your game server combines signals with its own match data before acting on an account.

  5. Tighten per mode

    Ranked play, trading and purchases move to stricter responses one at a time.

Free for app publishers

Check your app's exposure

A passive review of your published app by an Otukan engineer. No files, no access to your systems. Findings go by email to the verified publisher.

You finish the request on the next page.

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 pathHow cheaters use itWhat Otukan checksWhat your server should still verify
Modified packagesPatched builds with unlocked items, removed ads or god mode, shared through mod sitesCode, assets and signing identity against your published buildThat inventory and currency changes came from valid server events
Memory editingTools that find and rewrite health, coins or cooldown values during playOutside tools reading or writing the game’s memoryThat reported values fall within what the match allows
Speed and time manipulationHooks on timing functions to finish timers or races fasterHooks on clock and timing functionsClient timing against server time
Automated playEmulator farms, input scripts and bots grinding rewardsEmulators, instrumentation frameworks and, on Android, input-driving accessibility servicesPlay patterns across accounts
Purchase and reward tamperingHooks that fake a completed purchase or ad viewHooking on purchase and reward code pathsStore 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.

Common questions

  • Does client-side anti-cheat replace server checks?

    No. Your game server should stay authoritative for scores, currency, inventory and match results. Otukan makes cheating inside the client harder and tells the server when a session looks altered, so the server can refuse a result it would otherwise have trusted. The two layers work together: the client raises the cost of cheating and the server keeps the final word.

  • How do you avoid banning honest players?

    Treat each signal as evidence. Otukan lets you run in observe mode first, so you see which checks fire across your real players before anything is enforced. Some honest players use rooted phones, developer settings or accessibility tools. Your team decides which combinations justify a restriction, a review or a ban, and can reverse a decision on the server side.

  • What happens when we ship a game update?

    Each new build is protected as part of the same release process you use today, so anti-cheat travels with every update without a separate project. Otukan's integrity data follows the published build, so the check recognises your new version and flags copies modified from it. Regression testing covers install, update, sign-in and your most important game mode.

  • Which engines does Otukan support?

    Otukan protects native Android and iOS games and games built with Unity. Android and iOS protection is built separately for each platform. Tell us your engine and scripting setup when you get in touch, and we will confirm the controls available for it before you plan a rollout.

On the mobile engineering team?

How protection fits your build, signing and release, platform by platform.

Keep your game fair for real players

Tell us the platforms, the engine your game uses and the cheats that hurt your economy or leaderboards most. We do not ask for game builds, signing keys or player data.

Or request a technical demo