Game Developers
You're building the next generation of games. Why are you still fighting cheaters with infrastructure from the server rack era?
You're here to create immersive worlds, competitive experiences, and social gameplay that pushes boundaries. But every breakthrough feature gets undermined by cheaters manipulating client data. Your competitive integrity depends on expensive server validation that adds latency. Your "always-online" requirements frustrate players who just want to enjoy your game.
Games are databases with graphics wrapped around them. Time to secure the database.
Source gives you a verifiable database that runs directly in your game engine — turning every client into a cryptographically secure node in your gaming network. With DefraDB, you get tamper-proof player progression, peer-validated multiplayer, and anti-cheat protection built into the data layer itself.
The Server-Dependent Architecture That's Killing Game Innovation
You came here to build incredible gaming experiences, not to run expensive anti-cheat infrastructure:
Every client is a potential attack vector — player stats, inventories, and world state can be manipulated because verification happens on untrusted devices
Your competitive integrity depends on server roundtrips — adding latency that breaks immersion in fast-paced and VR experiences
Cheaters exploit the client-server gap — packet manipulation, replay attacks, and data injection happen in the space between device and validation
Always-online requirements alienate players — your single-player campaign shouldn't need internet permission to work
Scaling multiplayer costs a fortune — massive backend infrastructure just to prevent cheating in popular games
Cross-platform play is a security nightmare — different platforms have different attack surfaces that cheaters exploit
Every server dependency limits the experiences you can create and costs money that should go into game development.
Build games with trust built into the foundation
DefraDB embeds directly into your game engine.
No more choosing between competitive integrity and performance. No more expensive server infrastructure just to catch cheaters. No more explaining why single-player games need internet connections.
What becomes possible when anti-cheat is foundational, not layered on:
Cryptographically tamper-proof progression
Every change to player data, items, or world state is signed and verifiable by other players
Peer-validated multiplayer
Players cross-check each other's actions using conflict-free data structures before accepting them into game state
Replay-resistant gameplay
Signed events can't be duplicated, forged, or manipulated without immediate detection
True offline capability
Full single-player and co-op functionality without servers, syncing automatically when connected
Sub-millisecond local queries
End-to-end encryption and granular permissions mean users control their information
Cross-platform security
Same verification model works across mobile, console, PC, and VR without platform-specific exploits
What This Actually Means for Your Development
Months of anti-cheat development eliminated
Stop building separate cheat detection systems that always lag behind new exploits
Reduce expensive server infrastructure by moving validation to the data layer
Deploy one secure database architecture across all gaming platforms
Handle competitive integrity without sacrificing gameplay performance
Enable offline play without compromising multiplayer security when connected
Infrastructure built for gaming reality:
Engine-native integration
Runs directly in Unity, Unreal, Godot, or custom engines via native binaries or WASM
Sub-millisecond performance
Local queries fast enough for competitive gaming and VR applications
Conflict-free state management
Automatic resolution of concurrent player actions without custom networking code
Cryptographic event verification
Every player action is signed and verifiable without server roundtrips
Platform-agnostic security
Same anti-cheat model works across mobile, console, PC, and VR
Offline-first design
Full gameplay capability without network dependency