Every detection comes with proof. You only pay for results.
An anticheat service where the recurring tier continuously reverse-engineers advanced cheats sold on public forums, black markets and private communities, and ships detections for every one of them. Every ban comes with forensic proof. Optional kernel driver and hypervisor on request for maximum protection.
Baseline detections for the common public toolkit: Cheat Engine, x64dbg, speedhacks, hooks, memory tampering. Every competitive game needs this as a floor. It is table stakes, not what makes HyperAntiCheat stand out.
Blocks debuggers from attaching to your game and prevents unauthorized DLLs or modules from being loaded into the game process.
Verifies all game files before launch and blocks tampered builds. Real-time dashboard shows every detection with automated ban suggestions.
Automated installer that plugs into your game build in seconds. One-click for Unity via Asset Store. For other engines, contact us for the binary or a managed solution. Fully compatible with EasyAntiCheat, BattlEye, or any other anticheat - use standalone or as an extra layer with zero conflicts.
Multiple undisclosed detection and protection methods that we don't advertise publicly. The less cheaters know about how we detect them, the harder it is to make their cheat undetected.
We continuously reverse-engineer advanced cheats sold on public forums, black markets, and private cheat communities, and ship detections for every one of them. Our goal is to destroy the cheater ecosystem around your specific game.
We test your game for security holes, exploits, and vulnerabilities - including issues that don't require an anticheat at all, like item duplication or missing server-side validation. We report what we find and advise on fixes, whether it's on our side or yours.
Weekly or monthly meetings to review detections, cheat activity, applied protections, and how the anticheat is performing. Priority contact whenever you need it.
Constant updates to detect new cheats and exploits as they appear. Advanced protections beyond the standalone version, tailored specifically to your game's needs.
This is exactly what you get. Click around - it's fully interactive.
Recommended for indie and small multiplayer games that need solid base protection without dealing with constantly updated premium cheats.
Pricing depends on game size and player count. Each detection comes with solid proof and evidence. Free trial available for interested studios. Requires an introductory meeting to discuss your needs.
Try the full service before committing. We offer a generous trial period so you can see the detections, the dashboard, and the protection quality on your actual game before paying anything.
We guarantee our protection works. Subscription pricing can be based on verified detections - with proof and zero false positives.
Both plans include a real-time dashboard showing all detections, session activity, and cheat reports for your game.
Protect your game in under 5 minutes. No code changes required.
Build your game as usual in Unity, Unreal, Godot, or any engine. No SDK integration needed.
Point the CLI tool at your build folder. It scans all files, generates integrity manifests, and copies the anticheat binaries automatically.
Players launch through HyperAC.Service which starts the game with full protection active. The anticheat is invisible during normal gameplay.
Everything you need to know before integrating HyperAntiCheat into your game.
No. HyperAC is designed to coexist with other anticheats as an additional detection layer. You can run EAC or BattlEye as the primary anticheat and HyperAC alongside it to catch cheats the primary misses.
Very easy. Run HyperAC.Protect.exe pointing at your game build folder. It handles everything automatically: encrypts code, copies binaries, generates the manifest, creates the launcher. No SDK integration, no code changes in your game.
Any Windows engine. HyperAC protects the compiled executable regardless of what produced it. Unity (Mono and IL2CPP), Unreal Engine 4/5, Godot, custom C++, MonoGame, Source, and more have all been tested.
The standalone version ships with baseline detections covering the common public toolkit: Cheat Engine, x64dbg, WinDbg, speedhacks, API hooks on timing and memory functions, debuggers (surface and deep), memory protection changes on code sections, file tampering, unsigned DLL injection, and other techniques not disclosed publicly. The recurring service tier goes much further: we continuously reverse-engineer advanced cheats sold on public forums, black markets, and private cheat communities, and ship detections for every one of them. Our goal with the service tier is to destroy the cheater ecosystem around your game.
Yes. The detection dashboard shows every anomaly detected by HyperAC so you can investigate new cheating patterns. The recurring service tier includes custom detection research where we analyze your specific game for new cheating techniques.
Standalone is $350 one-time (discounted from $500) with all built-in detections and all future updates included forever. The pay-per-detection recurring tier includes custom detection research, weekly or monthly meetings, and pricing based on game size and verified detections with proof.
Yes. We offer a generous trial period so you can evaluate detection quality, the dashboard, and integration on your actual game before paying anything.
The HyperAC server and Unity SDK are open components. The core detection binaries are proprietary. Providing source code to the core would make it trivial to bypass.
Tell us about your game and what you need. We'll get back to you within 24 hours.
Or email us directly at [email protected]