Anti-cheat is software that helps game operators prevent or detect cheating in online play. This directory lists 32 documented PC gaming systems and programmes, with each entry linked to a publisher, vendor or project source. Browse by system name or start with a game; current products, competitive clients, server plugins and historical records are grouped separately.
Browse anti-cheat systems by role
Find the system named by a game or platform, then follow its primary documentation. Vendor descriptions explain the intended role; they are not independent effectiveness tests.
Some systems in this directory use a kernel-mode driver. The kernel-level anti-cheat guide explains what that Windows privilege permits and why each operator's own disclosures matter.
The anti-cheat mechanism guide compares the documented roles of signatures, client checks, gameplay analysis and player reports without ranking systems.
Protection integrated into PC games by their developers or publishers.
Epic Games
Easy Anti-Cheat
Game-integrated service
An Epic Online Services offering that developers integrate with their games. The publisher chooses its deployment and enforcement policies, so requirements should be checked for the specific game.
Riot’s game security software combines a game-time client with a kernel-mode driver. Riot publishes its own compatibility and security requirements; those requirements can change between updates.
A commercial anti-cheat system integrated into multiple PC games. Its protection and publisher enforcement sit alongside other game-specific security measures.
Call of Duty’s protection combines server-side analysis with a PC kernel-level driver. Activision describes it as a layered initiative, with requirements and enforcement that vary by title and playlist.
Valve’s automated anti-cheat system applies to participating games and VAC-secured servers. A VAC ban and a server administrator’s ban are different actions with different scopes.
The current name for EA’s in-house PC anti-cheat, previously called EA anticheat. EA describes a kernel-level system that runs with protected games. Consult the individual title for its requirements.
Irdeto’s multiplayer anti-cheat product detects prohibited game manipulation and supplies findings for publisher action. Denuvo Anti-Tamper, the separate copy-protection product, is a different technology.
Tencent’s ACE platform offers a dedicated PC security solution for game developers. Its vendor documentation describes client protection and detection services; the deployed combination depends on the game.
Wellbia’s PC anti-cheat product is integrated by game publishers. Its product documentation describes monitoring and protection of the game environment. A title’s support page remains the source for its specific restrictions.
A separate Wellbia product listed alongside XIGNCODE3. The vendor presents it as an SDK-based security option with reduced administration needs; it should not automatically be treated as an alias for XIGNCODE3.
INCA Internet’s game security product is documented in its GameGuard brochure. Game-specific integration and support matter more than assuming that every title using the name has identical requirements.
Even Balance’s anti-cheat system uses game-specific client and server components. It is associated with a long-running PC game catalogue; use the supported game’s own documentation to establish present deployment.
SARD documents a client-and-server anti-cheat platform with device protection and behavioural analysis. Its support documentation also describes Windows security requirements for protected games.
EQU8’s integration documentation describes communication between game clients, game servers and its anti-cheat services. These documents establish the technology; current service availability and a game’s integration need separate confirmation.
Named protection technologies and wider player-integrity programmes. A programme can contain several technical systems.
Nexon
Nexon Game Security
Publisher game security
Nexon identifies NGS and its BlackCipher component in The First Descendant’s official support material. This establishes that game-specific integration, without assuming that every Nexon title uses the same configuration.
Roblox names Hyperion in its investor materials and acquired Byfron to expand its anti-cheat capabilities. Byfron is the acquired company’s name; Hyperion identifies the protection technology discussed by Roblox.
PUBG’s developer communication identifies Zakynthos as part of its proprietary anti-cheat work. It belongs to the game’s wider protection stack; it does not replace the need to check other systems used by that title.
The umbrella name for Rainbow Six Siege’s security initiatives, including cheat detection, QB and binary hardening. It is a collection of protections, rather than a single interchangeable anti-cheat client.
Overwatch’s named initiative covers cheating and other disruptive behaviour. Its announcements describe a broader player-protection programme, so it should not be counted as a standalone kernel driver.
MY.GAMES names MRAC in its portal privacy documentation. This is evidence of the named anti-cheat system, rather than a current deployment list for all games previously associated with the publisher.
Services that use game data and player behaviour. Their role differs from a locally installed game-security driver.
Anybrain
Anybrain
Behaviour-based analysis
A vendor platform that analyses player interactions, with SDK and server-side API integrations. Its documentation describes an approach without kernel access. Product claims about effectiveness remain vendor claims.
A server-side observability and anti-cheat service that analyses game data for cheating and disruptive behaviour. Its own comparison explains that it receives data through an SDK or game-file parser.
Ubisoft’s historical Siege documentation describes FairFight as a server-side engine using statistical models. It is included for that documented role; the old announcement is not a current deployment guarantee.
Additional protection required by specific competitive platforms or protected servers.
FACEIT
FACEIT Anti-cheat
Competitive platform client
FACEIT’s own anti-cheat protects matches on its platform. The official overview describes a Windows client and driver. Platform requirements are separate from the base game’s ordinary matchmaking requirements.
Akros publishes Windows requirements for access to its protected servers. Its documentation confirms a separate anti-cheat environment whose system requirements should be checked before joining those servers.
Gamers Club documents an anti-cheat client used to launch and recognise CS2 sessions on its platform. It is a platform-specific requirement, separate from Valve’s base-game protection.
5EPlay describes its independently developed anti-cheat for the 5E platform. The publisher announcement establishes the platform system; it does not establish compatibility with other competitive clients.
Perfect World’s September 2022 platform rules identify PAC as its detection and enforcement system. That dated announcement establishes platform-specific use, without confirming current client architecture or a current supported-game list.
Server plugins maintained by independent projects. Version support depends on the server and project.
GrimAnticheat project
Grim Anti-Cheat
Minecraft server plugin
An open-source anti-cheat project for Minecraft servers. The project describes predictive movement checks and server-side operation. It is a server administrator’s integration, rather than a Windows-wide security driver.
An open-source anti-cheating plugin for Bukkit and Spigot Minecraft servers. The repository documents the project; support for a particular server version or maintained fork must be checked separately.
Named in dated publisher records. Listed to help interpret older reports, with no assumption of present deployment.
Documented by Nexon
HackShield
Historical game securityHistorical source
Nexon’s older MapleStory security announcement names HackShield alongside NGS. It is retained as a historical system so older reports can be understood, without implying a current deployment.
Kalonline’s publisher announcements on Steam record X-Trap security updates. Those dated maintenance notes establish its historical use and should not be read as a current supported-game list.
Sources checked 24 September 2026. Aliases are grouped under one entry. Inclusion identifies a documented system; it does not establish a cheat product’s compatibility or effectiveness. Publishers can change their protection stack, and unpublished systems cannot be inventoried here.
Start with the exact game
A listing that says “EAC supported” has not necessarily explained Fortnite, Rust and Apex support separately. Those games have different features, release cycles and publisher decisions. The same caution applies when a storefront lists several BattlEye games together.
We use current publisher material where available and preserve scope limits. For example, Behaviour published EAC information in July 2026 and a Denuvo Anti-Cheat test FAQ in August. That means a simple, permanent “Dead by Daylight uses only EAC” label would leave out relevant context. The game and platform are the useful starting point.
To start from a game instead of a system, use the table of anti-cheat by game. It pairs named games with the publisher or operator material used to identify their protection.
There are two different claims in a product comparison. First, an official source may establish that a game uses an anti-cheat system. Second, a software provider may claim that its product supports that game. The official game fact does not verify the provider’s product.
CheatsMatch keeps those sources separate. A provider-reported compatibility label means the provider names the game or platform. It does not mean the anti-cheat vendor approved the tool or that CheatsMatch tested it. Broad terms such as “all games” or “all anti-cheats” are less useful than a named, dated support list.
Active, updating, unavailable and unknown describe the status information we could establish for a listing. A provider’s “undetected” label is attributed to that provider. It is not a prediction about the next game session or update.
A working storefront also does not establish product status. A checkout can remain available while a tool is being updated. We check the product-specific status page where one can be found and record meaningful conflicts rather than choosing the most favorable phrase.
Bans, restrictions and service errors
A game failing to launch is not enough to identify an HWID ban. Anti-cheat services also publish help for damaged files, service failures and incompatible software. The exact message and the official support explanation matter.
BattlEye’s FAQ, for example, distinguishes some blocked-file messages from bans. EA’s Apex support also describes integrity and launch errors. Use the relevant official support process for account or technical questions; a product comparison cannot diagnose a player’s sanction.
These pages record the sources reviewed and explain recent changes that materially affect a comparison. They do not reproduce every anti-cheat patch note or promise daily monitoring.
For product research, return to the game comparison and read the named tool, platform, status date, plan and limitations together. For anti-cheat behavior, use the official source beside the claim. Those two kinds of information answer different parts of the same research question.
Sources and check dates
Numbers beside a fact or score refer to the sources below. Provider descriptions are claims, not independent product tests.