Anti-cheat for online games
Cheaters don't get past the dawg.
Cheaters run. The DAWG hunts.
Absolute defense for your servers. Zero hacks, zero excuses.
Trusted by
What it stops
Built for the cheats that ruin matches
Most cheats work by lying to the server about where a player is, what they hit or what they can see. DAWG doesn't take the player's word for it.
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Speed, fly & teleport hacks
Every movement is checked against your game's real physics. Impossible moves get rolled back on the spot, and repeat offenders get kicked.
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Wallhacks & ESP
The server only sends players the enemies they could actually see. Wallhacks and ESP overlays have nothing to draw.
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Aimbots & soft aim
Every shot is checked for line of sight, range and fire rate, and aim patterns like inhuman flicks are scored and flagged.
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Always-on client check
Players can only join while the DAWG client is running and passing its checks. Close it or tamper with it and they're out.
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Evidence, not guesses
Every detection records what happened, by how much and when, so your staff can make the call with confidence.
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Light on players' PCs
The heavy lifting happens on your server, so matches stay smooth even on low-end PCs.
How it works
The server makes the call, not the cheater's PC
A cheater controls their own computer, so anything that only runs there can be fooled. DAWG moves the decisions that matter to your game server.
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1
Players launch with DAWG
The DAWG client starts with the game and keeps proving to your server that nothing has been tampered with.
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2
Every action is checked
Moves, shots and sightlines are verified on the server many times per second, against real physics and real walls.
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3
Cheaters get caught
Blatant cheats are blocked instantly. Suspicious players are flagged to your staff, who review the evidence and ban.
Client-only anti-cheat
- Runs on the cheater's own PC
- Can be patched out or fooled
- The game still receives every enemy's position
DAWG Anti-Cheat
- Your server has the final say
- A hacked game still can't fake physics or hits
- Enemies behind walls are never sent
Platform
Everything you need to run fair matches
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Server SDK
A C# library that runs inside your game server and validates movement, shots and visibility every tick.
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Game client agent
A lightweight C++ agent that proves the game is untouched, so tampered clients can't join.
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Staff dashboard
Live detections, a review queue and one-click bans that work on desktop and mobile.
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Secure detection API
Your game servers report detections over an authenticated API, and your staff see them instantly.
- Fly hackplayer-5150Blocked
- Aimbotplayer-4821Banned
- Wallhackplayer-2048Saw nothing
- Speed hackplayer-1177Rolled back
- Tampered clientplayer-3390Kicked
FAQ
Common questions
What kind of games can use DAWG?
DAWG is built for online games that run their own servers, like shooters and battle royales. The server side is a C# library and the client agent is written in C++.
Why do players need DAWG running to play?
It proves to the game server that the player's game hasn't been modified. If DAWG isn't running, or something tampers with it, the server won't let them into a match.
Will it slow down the game?
It's designed not to. The heavy checks run on the game server, not on players' PCs, so the client stays lightweight.
Can't cheaters just bypass it?
No anti-cheat is perfect, which is exactly why DAWG doesn't trust the player's PC. Movement, hits and what each player can see are decided by the server, so even a hacked game can't fly, shoot through walls or reveal hidden enemies.
I play a DAWG-protected game and got banned by mistake. What now?
Bans are confirmed by each game's staff, not handed out by a bot. Contact the support team of the game you play and they can review your case.
Get protected
Protect your game with DAWG
Tell us about your game and we'll help you get DAWG running on your servers.
or email contact@dawganticheat.com