GAME GPS
City Control — 10 Players Live — Roof Is Power

GAME GPS

They don't even get to enjoy the view from the roof.

48,204 verified  0 caught
LIVE MATCH TRACKER10 PLAYERS
The Problem

The cheat takes setup.
The flag arrives first.

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.

37.7749°N  122.4194°WCAPTURED: 04:17:33 UTCGAME GPS — VERIFICATION SUBSTRATE
ZONE B

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.

SCENE  →  CONSTRAINT SCAN  →  VERIFY
Scene loaded — awaiting constraint extraction
Exclusion zones
Traversable corridors
Restricted access points

The richer the world, the denser the constraint field.
The bigger the lie, the shorter the distance to its nearest contradiction.

Same Cheat. Three Systems.

Watch what happens
to everyone else.

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.

◌ Kernel-based AC
⚠ Client-side AC
✓ Game GPS

✗ others   vs   ✓ us

MECHANISM   UNDISCLOSED

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.

Universal Coverage

Every world.
One signal.

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.

🎯
Tactical & Shooters
Position hacks, speed exploits, through-wall claims. The level geometry is the verdict — no patch, no arms race.
🏆
Battle Royales
Sky-box cheats, zone-edge exploits, underground positions. The ring shrinks. The truth doesn't.
🏎
Racing & Sim
Shortcut exploits, ghost-zone claims, out-of-bounds positions. Every lap has a geometry. We know it.
🌍
MMOs & Open World
Continent-scale maps, server-side teleports, unreachable zone claims. No world is too large for a geometric assertion.
🥽
VR & Spatial
Reach exploits, grab-distance hacks, position manipulation in volumetric space. The same math — adapted to three dimensions.
🎲
Procedural & Indie
Seed-generated worlds, runtime geometry, infinite universes. The verification engine adapts to your world. Not the other way around.
Any coordinate space  ·  Any world size  ·  Any genre
If position can be faked,
we have an opinion about it.
Integration

Two calls.
That's the full SDK.

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.

01 Register your world once
During studio onboarding, your world geometry — nav mesh, building bounds, passable zones — is registered server-side via our secure ingest pipeline. At game launch, you reference it by world_id. The geometry never moves; only the token is issued at runtime. It never leaves our infrastructure.
POST  /v1/world/register
// 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
02 Verify each position report
On every action that matters — a teleport, a speed burst, a zone transition. Or at a sampled rate for continuous coverage. Our computation is under a millisecond; the latency you see is the network. Send the position claim, get a verdict back in the same window as any other API call you're already making. Two verdicts. You decide what to do with them.
POST  /v1/position/verify
// 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
}
200 · VERIFIED
{
  "status":     "VERIFIED",
  "player":     "pl_7f2c...",
  "confidence": 0.998,
  "latency_ms": 38
}
OR
200 · FLAGGED
{
  "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.

Early Access — Studios

Position verification,
solved.

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.

40ms(<1ms)
Round-trip · Transport
<1ms — our computation
0
Device footprint
No kernel driver
2
API calls
Full integration
“If position can be faked,
we have an opinion about it.
Contact for Early Access Read the brief

Per-player monthly pricing  ·  No upfront costs  ·  No minimum