Solutions · Industry · Gaming
Game studios and platforms hold player accounts, virtual currency and payments that attackers and cheaters target. ioSENTRIX tests your game client, servers, APIs, wallets and people the way an attacker would, and a retest of your fixes is included.
01The short answer
Protecting player accounts, in-game economies and payments across every surface a player or an attacker can reach: the game client, game servers and APIs, wallets and stores, payment flows, consoles and devices, and staff. For many studios it also means evidence for PCI DSS, privacy laws and, for games directed to children, COPPA.
Attackers want player accounts, virtual currency and items they can sell or trade.
Testers modify the client and replay its traffic to find what the server trusts that it should not.
Every finding comes with a proof-of-concept exploit and a prioritized recommendation.
Games run code on players' own devices, so the client cannot be trusted, and in-game items and currency have real value. Read top challenges in gaming cybersecurity.
Game security testing is an authorized, simulated attack on a game and its back end: the client and its anti-cheat protections, game servers and APIs, accounts, wallets and payments. It shows what a cheater or attacker could reach and proves the impact.
02See it in action
Anti-cheat and server checks are often reviewed separately. Cheaters chain them. This is how one path from a modified game client to traded items is found, proven and closed.
POST /v1/match/{id}/resultFixed: server-side validationWe test the client and the server as one system, so a cheat that only works because the server trusts the client is found.
Findings are proven on agreed test accounts and described as what a cheater or attacker could gain, not as a scanner score.
Each step gets its own fix, and the whole path is replayed in the retest to show it no longer works.
Illustrative example. The game, endpoints, path and statuses are a composite for explanation only and do not describe any client. Testing uses builds, accounts and environments agreed in the rules of engagement.
03Threat landscape
Common threats to game studios and platforms, where they land, and how ioSENTRIX tests each one.
| Threat | Where it lands | How ioSENTRIX tests it | Service |
|---|---|---|---|
| Account takeover | Login, linked platform accounts and password reset | Credential stuffing, MFA, session and account-linking tests | Web app & API pentest |
| Client tampering and cheats | Game client, memory and local files | Anti-cheat bypass testing of the client and its protections, in a test environment | Thick client pentest |
| Game API abuse | Matchmaking, progression, inventory and leaderboard APIs | Authorization and business-flow testing against the OWASP API Security Top 10 (2023) | API penetration testing |
| Wallet and currency fraud | Wallets, stores, trading and rewards | Business logic testing for duplication, replay, race conditions and limit bypass | Application security |
| Payment abuse | In-game purchases, top-ups and refunds | Purchase, receipt-validation and refund-flow testing on web and mobile | Mobile app pentest |
| DDoS exposure | Game servers, matchmaking and public APIs | Assessment of exposed services and rate limits. ioSENTRIX does not provide DDoS protection | Network security |
| Consoles and devices | Console, handheld and peripheral firmware | Embedded device and firmware testing | Embedded device pentest |
| Phishing | Developers, community managers and support staff | Phishing simulation and social engineering of support processes | Social engineering |
Coverage is agreed per engagement in the written scope.
04Regulation
The rules game studios are asked about most often, and what each one says about testing.
Studios and platforms that store, process or transmit cardholder data
Internal and external penetration testing at least once every 12 months and after significant changes (11.4.2, 11.4.3); segmentation tests every 12 months, or every six months for service providers (11.4.5, 11.4.6). PCI SSC ↗
Operators of services directed to children under 13, or that knowingly collect their personal information
A written information security program that includes risk assessments at least annually and regular testing and monitoring of the effectiveness of its safeguards (312.8(b)). eCFR ↗
Controllers and processors within the GDPR's territorial scope (Article 3)
Appropriate technical and organisational measures including, as appropriate, a process for regularly testing, assessing and evaluating their effectiveness. EUR-Lex ↗
Orientation, not legal advice. Which rules apply depends on your players, where you operate and how you take payments. ioSENTRIX is not a PCI Approved Scanning Vendor (ASV) or Qualified Security Assessor (QSA): we perform the penetration testing and write reports your QSA or auditor can review.
05Surfaces
Surface by surface, with the standard each one is tested against.
PC, console and mobile clients and their protections, including anti-cheat bypass testing in a test environment.
Matchmaking, progression, inventory and leaderboard services, tested as every player and role.
Login, platform account linking, password reset and MFA.
Virtual currency, stores, trading, top-ups and refunds, tested for logic flaws.
Console, handheld and peripheral firmware and the services they connect to.
Phishing simulation, support-desk social engineering and red team exercises, typically 4–6 weeks.
06Independently verified
“The team at ioSENTRIX is professional and highly skilled at their craft.”
“We were impressed with ioSENTRIX's ability to independently validate the security of our customer-facing product.”
07How we help
Described by sector. Clients are never named.
08Insights
09FAQ
Short answers to what studio security and engineering leads ask us most.
Ask us something elseCommon threats include account takeover, client tampering and cheats, abuse of game APIs, virtual currency and wallet fraud, payment abuse, DDoS attacks on game servers, flaws in console and device firmware, and phishing of staff. Each targets player accounts, in-game value or availability, and each needs a different test.
Yes. We test the game client and its protections the way a cheat developer would, in an agreed test environment: modifying memory and files, tampering with traffic and replaying requests, to find what the server trusts that it should not. We report how the protections were bypassed and which server-side checks would stop it. We do not build anti-cheat systems.
No. ioSENTRIX does not provide DDoS mitigation. We assess how exposed your game servers, matchmaking and APIs are, including rate limits and resource-heavy requests (API4 in the OWASP API Security Top 10 2023), so you can decide where protection is needed.
The COPPA Rule at 16 CFR 312.8 requires covered operators to keep a written information security program that includes risk assessments at least annually and regular testing and monitoring of the effectiveness of its safeguards. A penetration test is one way to evidence that testing. Whether COPPA applies depends on your audience, so confirm it with your counsel.
We act as several test players and change amounts, item IDs, timing and the order of requests to find duplication, replay, race conditions and limit bypasses in rewards, stores, trades and wallets. Each finding is proven on test accounts and mapped to the OWASP API Security Top 10 (2023).
Yes. We test console, handheld and peripheral firmware and the services they talk to. See embedded device penetration testing.
A web application or API penetration test typically takes 1–2 weeks and a red team exercise typically 4–6 weeks, depending on scope. You receive a written scope and timeline before testing starts, so you can plan around launches and live events.
Ready when you are
Tell us about your game, its platforms and how players pay. We will help you scope the right test.
Takes about a minute.
