They don't even get to enjoy the view from the roof.
Traditional anti-cheat fights on the wrong turf. It lives on the device — inside the same process space as the game, the same operating system as the cheat engine, the same machine as the person trying to defeat it. The attacker has home field advantage.
Game GPS doesn't run on the device. It doesn't need to. The game world is a fixed geometry — your nav mesh, your building bounds, your passable zones. A position claim is either consistent with that geometry or it isn't. The verdict doesn't require access to the player's machine. It requires access to the math.
The flag is ready before the player looks out.
Every lamp post is a constraint. Every road marking is a data point. Every building face is a geometric assertion.
The bigger the world, the harder it is to lie about being inside it.
The richer the world, the denser the constraint field.
The bigger the lie, the shorter the distance to its nearest contradiction.
A player activates a position hack and teleports to an unreachable rooftop. Kernel-based AC (Vanguard, EAC, BattlEye) watches for process injection, aimbot code, and memory tampering — a different threat class entirely. These systems are complementary. Here's how each layer responds to this specific event.
✗ others vs ✓ us
The detection method is not documented. Not in the API reference. Not in a white paper. Not on this page.
A cheater who gets flagged cannot find out why. A studio engineer who integrates the SDK cannot find out how. The signal is the surface.
The reason the system is difficult to defeat is the same reason it cannot be described: the verification runs across dimensions the cheater doesn't know exist.
The house always knows where the money is.
The intelligence lives on our side of the wire.
Game GPS isn't a shooter fix or a battle-royale add-on. It's a position primitive — a geometric truth engine that adapts to any coordinate system, any genre, any world scale. If your game has a map, we can tell you when someone is lying about being inside it.
Your client sends a position claim. We return a verdict. There is no step three. No SDK to ship. No kernel driver. Nothing running on the player's machine. Two HTTPS calls — register your world geometry once, verify positions forever. Clean in, clean out.
world_id. The geometry never moves; only the token is issued at runtime. It never leaves our infrastructure.// Node.js — call once at game launch to open a session const response = await fetch('https://allegedlyfreddy.krisadamstv.com/api/gamegps/world/register', { method: 'POST', headers: { 'Content-Type': 'application/json', 'X-API-Key': 'gps_live_••••••••••••••••' }, body: JSON.stringify({ world_id: 'map_downtown_v4', // geometry pre-registered at onboarding tick_rate: 128 // server tick rate (Hz) }) }); // { world_token: "wt_a8f3...", session_bound: true } // token is valid for the lifetime of this game session
// Called on every significant action — or every tick. Your call. const verdict = await fetch('https://allegedlyfreddy.krisadamstv.com/api/gamegps/position/verify', { method: 'POST', headers: { 'Content-Type': 'application/json', 'X-API-Key': 'gps_live_••••••••••••••••' }, body: JSON.stringify({ world_token: 'wt_a8f3...', player_session: player.sessionId, coords: { x: player.x, y: player.y, z: player.z }, velocity: player.velocity, // optional — improves accuracy timestamp: Date.now() }) }).then(r => r.json()); // verdict.status === 'VERIFIED' | 'FLAGGED' if (verdict.status === 'FLAGGED') { game.flag(player); // ban, timeout, shadow-lock — your call }
{
"status": "VERIFIED",
"player": "pl_7f2c...",
"confidence": 0.998,
"latency_ms": 38
}
{
"status": "FLAGGED",
"player": "pl_7f2c...",
"confidence": 0.997,
"latency_ms": 41
}
The confidence score is informational — for your logs. The status field is the decision. There is no third value. No "uncertain". No "retry". The geometry always has an opinion.
World geometry is registered server-side at onboarding — not uploaded at runtime. Your nav data is encrypted at rest, isolated per studio, and never exposed to the verification response.
Two API calls. Your world geometry in, verdicts out. The intelligence stays on our side of the wire — your players get nothing to reverse-engineer. No kernel driver. No process to spoof. Nothing.
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