| Platform | Meta Quest (2, Pro, 3, 3S) |
| Monitoring | Continuous (native background thread) |
| Enforcement | Server-controlled (severity floors, rules engine, ban waves) |
| Engines | Unity (IL2CPP). Unreal SDK available. |
| Networking | Mirror, Photon PUN2, custom (REST API) |
| Encryption | Per-build metadata encryption, obfuscated detection strings, challenge-response |
| Access | Free 14-day trial. Managed hosting, closed source. |
| Status | Available |
$ npm run cli -- create-game "My VR Game" game id: game_b06f1bf0 client key: hk_client_519df93c55a1... admin key: hk_admin_d89c844c... (shown once) $ npm start blackspear server listening on http://0.0.0.0:8080 dashboard: http://localhost:8080/dashboard
| Blackspear | Tomahawk | GUPS Anti-Cheat | ACTk | |
|---|---|---|---|---|
| Server-side enforcement | ✓ | ✓ | ✗ | ✗ |
| Native scanner (C, arm64) | ✓ | ✓ | ✗ | ✗ |
| Obfuscated detection strings | ✓ | ✓ | ✗ | ✗ |
| Challenge-response | ✓ | ? | ✗ | ✗ |
| Build trust / anti-repack | ✓ | ✓ | ✗ | ✗ |
| VPN detection (multi-signal) | ✓ | ✓ | ✗ | ✗ |
| Meta OVR attestation | ✓ | ✓ | ✗ | ✗ |
| Speed hack detection | ✓ | ✓ | ✓ | ✓ |
| Memory guard | ✓ | ✓ | ✓ | ✓ |
| Metadata encryption | ✓ | ✓ | ✗ | ✗ |
| Mirror integration | ✓ | ✗ | ✗ | ✗ |
| Photon integration | ✓ | ✗ | ✗ | ✗ |
| Unreal Engine SDK | ✓ | ✓ | ✗ | ✗ |
| IL obfuscator included | ✓ | ✗ | ✓ | ✗ |
| Free trial | ✓ | ? | ? | ? |
| Price | $49/mo | $600/mo | ~$150 | ~$40 |
Meta Quest 2, Pro, 3, and 3S running Unity IL2CPP builds. Native plugin is arm64-v8a. Unreal Engine SDK available. PC VR and standalone iOS are on the roadmap.
One CLI command creates your game. One component in your scene starts enforcement. The native plugin is already compiled — drop it in. Most studios integrate in under an hour. Metadata encryption and challenge keys are optional add-ons.
Free for your first 14 days with every feature enabled. Managed hosting is $49/month flat after that. Tomahawk starts at $600/month.
The server is the product. You get the full detection catalog, your own session data, and signed builds to verify every deploy. The source stays ours. Every SDK build is stamped with your key, so a leaked build points back to whoever leaked it.
Three things: (1) The server is the only authority — client detections can't be trusted or bypassed. (2) The price: $49 flat instead of $600/month. (3) External Impact Analysis — the obfuscator proves it doesn't break your game before you ship.
The native scanner runs on a background thread. The C# SDK polls at a configurable interval (default: every heartbeat). No per-frame overhead. IL2CPP builds see zero measurable impact.
The native scanner detects, the SDK reports, the server validates and applies your rules. You choose: flag (mark and monitor), kick (end session), or ban (permanent or timed, with optional device ban). Metadata encryption prevents reverse engineering. Challenge-response catches patched scanners.
Yes. The SDK runs independently of your networking solution. It catches device-level cheating (root, Frida, mod menus, repackaged APKs) regardless of whether you use Photon, Mirror, or custom networking. For full game-action validation, use Mirror with a dedicated server.
Yes. External Impact Analysis scans your other assemblies and auto-keeps anything they reference, so renames can't break cross-assembly calls. The CLI's --prove check compares the obfuscated build against the original before you ship.