Protect what players earn. ACTk hardens the values in memory, the saves on disk, and the clock on the wall, so your leaderboard means something.

No client-side tool makes a game 100% cheat-proof, and we won't pretend otherwise. ACTk raises the cost of cheating far above what casual and semi-serious cheaters will pay. It stops the memory editors, save-file hacks, speedhacks and injectors that ruin most leaderboards. Determined attackers on a server-authoritative target still need server checks; ACTk is the client half of that story.
Drop-in encrypted types the memory scanners can't find or freeze.
Live detectors that fire a callback the moment something's off.
Confirm the build and its origin are the ones you shipped.
No, and no client-side tool can. ACTk eliminates casual and semi-serious cheating (memory editing, save tampering, speedhacks, injection) and raises the bar high enough that most cheaters give up. Competitive games should pair it with server-side checks.
Obscured types are near-free to read and write; detectors run on a light interval you control. You enable only what you need, per platform.
Yes. All platforms, Mono and IL2CPP, with extras for Android like install-source validation and screen-recording prevention.
Full C# source is included, so you can read exactly what runs in your build and extend it.
| Anti-Cheat Toolkit | Server-authoritative | |
|---|---|---|
| Stops casual cheating | Yes | Yes |
| Works offline / single-player | Yes | No |
| Drop-in, no backend | Yes | No |
| Protects a competitive economy alone | Pair with server | Yes |
Most games aren't fully server-authoritative. ACTk is the practical layer that protects the client where the cheating actually happens.
Full C# source, active maintenance, and support that answers. Join the studios that have shipped with ACTk for years.
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