Surface mapping
API endpoints, matchmaking flow, client-server boundary - we map what an attacker, or a cheater, would actually target first.
From the API that runs a tournament bracket to the client that reads player input - we test the layer where cheating, fraud and platform compromise actually happen.
Not generic infra scanning: security testing that understands game logic.
Built by people who shipped real-time infrastructure for competitive gaming.
Authorized testing only - every engagement starts with a signed scope.
We started building real-time infrastructure for competitive gaming - and learned exactly where that kind of system breaks.
Today we apply that to offensive security: pentest, exploit simulation and game-logic auditing for platforms, tournaments and studios.
What we list here is what we actually do - not a services menu copied from a generic MSSP.
Offensive security for gaming platforms, tournaments and studios - from a single API to a live event under load.
Manual pentest of the app, API and backend behind your platform.
Auditing the business logic a generic pentest misses.
The same exploit a real attacker or cheat developer would build.
Finding the breaking point in a test, not during your final.
The vulnerability classes that actually show up in game backends.
Breach response and forensics when it's already happening.
Manual pentest of the app, API and backend behind your platform.
Platform & API Pentest →Auditing the business logic a generic pentest misses.
Anti-Cheat & Game-Logic Audit →The same exploit a real attacker or cheat developer would build.
Exploit Simulation & Red Team →Finding the breaking point in a test, not during your final.
Tournament Infra Resilience Testing →The vulnerability classes that actually show up in game backends.
Security Training for Game Dev Teams →Breach response and forensics when it's already happening.
Incident Response for Gaming Platforms →Every item below is a real technique we use - not a checklist copied from an MSSP playbook.
API endpoints, matchmaking flow, client-server boundary - we map what an attacker, or a cheater, would actually target first.
Item duplication, currency exploits, auth bypass, rank manipulation - the vulnerabilities scanners don't find because they're not broken code, they're broken assumptions.
We build the same class of tooling a real cheater would, in a controlled environment, to measure what your detection actually catches.
Simulated load against matchmaking, tournament brackets and live-event infrastructure - measured before a real audience finds the breaking point during a final.
Every finding is retested after the fix ships. Severity, evidence and status - tracked until it's actually closed, not just reported once.
No test starts without a signed scope and written authorization from whoever owns the system. No exceptions.
No forms, no funnel.
Scope discussed directly by email, with the people who write the exploit.