AegisShield

Game memory encryption
that cheats can't read

Game entity data (health, position, inventory) has always just sat in plaintext memory. Every cheat tool on the market reads it directly. We built AegisShield to fix that. Hardware-accelerated AES-256, under 1% CPU overhead. Plugins for UE5 and Unity 6 today, engine-agnostic core ready for anything else.

Consider yourself marked
102/102
Attacks defeated
0/102 vanilla
<0.5%
CPU overhead
@ 120fps shipping build
~68ns
Per-field encrypt/decrypt
AES-NI hardware
250ms
Key rotation interval
@ 120fps

// The gap

EAC, BattlEye, Vanguard, RICOCHET. They detect cheaters and ban them after the damage is done. They're good at what they do. But the actual game data? Still sitting in plaintext memory the entire time. A $30 DMA board off AliExpress reads health, position, and inventory directly. No signature needed, nothing to detect.


player.health = 97.5f  // visible to every memory reader

// The missing layer

AegisShield isn't a replacement for existing anti-cheat. It's the layer underneath. They detect and ban. We prevent the read in the first place. Every entity field is encrypted with AES-256 on every read and write. Plaintext only ever exists in CPU registers, never in addressable memory. Keys rotate every 250ms. DMA reads return ciphertext. Memory scans find noise. When the data itself is unreadable, the entire threat model changes.


player.health = [encrypted]  // 3.98 bits/byte entropy

What it stops

If it lives in entity memory, we encrypt it.

BLOCKED

God mode / health hacks

Health is ciphertext in memory. Freezing or modifying it just corrupts the value.

BLOCKED

Wallhacks / ESP

Player coordinates are encrypted. External radar overlays just get noise.

BLOCKED

Loot / inventory manipulation

Item data, quantities, drop flags. All encrypted per-field, all unreadable.

BLOCKED

Speed hacks / teleport

Velocity and position vectors are encrypted. External tools see nothing useful.

BLOCKED

Cooldown / ability timers

Cooldown counters and ability states are wrapped like everything else.

BLOCKED

DMA board reads

6GB/s hardware DMA gets 6,101 reads per frame. Every single one is ciphertext.

Anything stored in entity memory can be wrapped. Custom game state, economy values, match flags, you name it.

How it works

Three steps. No changes to your game logic.

01

Wrap your fields

Replace float Health with AegisFloat Health. Get() decrypts, Set() encrypts. Plaintext never touches addressable memory.

02

Keys rotate per-frame

SHA-256 derives a new key every frame from the base key + frame counter. Keys live ~250ms at 120fps, then they're gone. Brute force is irrelevant.

03

Server verifies

Optional server-side spot-checks validate ciphertext integrity in real time. Tampering detected? Session revoked. Or run standalone with encryption only, no server required.

// What a DMA board sees every frame
frame 1841: health = a7 3f b2 91 0c d8 44 e5 f1 2a 88 c3 7d 05 bb 6e
frame 1842: health = 2e c1 57 f8 93 4a d0 1b 86 7f e2 35 a9 c4 18 5d
frame 1843: health = f4 08 6c b5 da 27 9e 43 51 ae 70 fc 8b 32 e9 04

// Same value. Different ciphertext every frame.
// 6,101 DMA reads per frame at 6GB/s. All ciphertext.
// 10^61 years to brute-force AES-256.

Engine support

Drop-in for UE5 and Unity. Ready to integrate with any engine.

Unreal Engine 5
0.49%
68.2ns per-field · 120fps shipping
Native C++ plugin · USTRUCT wrappers
Unity 6
0.48%
67.0ns per-field · 120fps shipping
Native DLL via P/Invoke · C# wrappers
Your engine
Let's talk
Engine-agnostic C++ core
Custom integration · We'll work with your team

The core crypto library is engine-agnostic C++. It runs anywhere with AES-NI.
Console-compatible architecture: PS5, Xbox Series X|S, and previous-gen AMD consoles all ship with AES-NI hardware.

Interested?

We're looking for studios to work with. Integration partners, licensees, or just a conversation. Live demo available on request.

matt@blackmarque.ai