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.
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
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
If it lives in entity memory, we encrypt it.
Health is ciphertext in memory. Freezing or modifying it just corrupts the value.
Player coordinates are encrypted. External radar overlays just get noise.
Item data, quantities, drop flags. All encrypted per-field, all unreadable.
Velocity and position vectors are encrypted. External tools see nothing useful.
Cooldown counters and ability states are wrapped like everything else.
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.
Three steps. No changes to your game logic.
Replace float Health with AegisFloat Health.
Get() decrypts, Set() encrypts. Plaintext never touches addressable memory.
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.
Optional server-side spot-checks validate ciphertext integrity in real time. Tampering detected? Session revoked. Or run standalone with encryption only, no server required.
Drop-in for UE5 and Unity. Ready to integrate with any engine.
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.
We're looking for studios to work with. Integration partners, licensees, or just a conversation. Live demo available on request.
matt@blackmarque.ai