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game-security-audit

Game security audit (Unity/Unreal): save tampering, cheat vectors, network exploits, data exposure, input validation. Prioritized report + fixes.

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Game Security Audit

Systematically audits a game codebase for common game security failures and produces prioritised remediation plan.

Run: before public release (required for Polish→Release gate), before multiplayer features, after disk/network read systems, when security bug reported.

Output: production/security/security-audit-[date].md

Phase 1: Parse Scope

ModeScope
fullAll categories (recommended pre-release)
networkNetwork/multiplayer only
saveSave files and serialization
inputInput validation and injection
quickHigh-severity checks only (fastest)
No argfull

Detect language, platforms and, for a game, the engine (ProjectSettings/ProjectVersion.txt (Unity) or the .uproject (Unreal)) from the project files. Take multiplayer scope from the GDD, or ask.

Phase 2: Audit Categories

CategoryKey Checks
Save/SerializationValidation before loading, path traversal, checksums/signing, bounds checking, no eval() near load
Network/MultiplayerServer-authoritative state, packet validation (size/type/range), server-side position validation, rate limiting, no debug endpoints in release
Input ValidationStrings in file paths (traversal), log injection, numeric bounds checking, achievement validation
Data ExposureHardcoded secrets in src/assets, debug symbols in release, sensitive logging, internal paths exposed
Cheat/Anti-TamperCritical values not in editable files, progression flags server-validated, leaderboard validation. Client-side anti-cheat unenforceable — focus server-side
DependenciesThird-party plugins listed, known CVEs checked, sources verified

Skip categories not applicable. Grep for relevant patterns per category.

Phase 3: Classify Findings

SeverityDefinition
CRITICALRCE, data breach, trivially-exploitable multiplayer cheat
HIGHSave tampering bypassing progression, credential exposure, authority bypass
MEDIUMClient-side cheat enablement, info disclosure, limited-impact input gap
LOWDefence-in-depth hardening, no direct exploit

Status: Open / Accepted Risk / Out of Scope.

Phase 4: Generate Report

Executive summary (severity counts + release recommendation: CLEAR TO SHIP / FIX CRITICALS / DO NOT SHIP, which read as PASS / CONCERNS / FAIL next to other audits). Per finding: ID, category, file+line, description, attack scenario, remediation, effort. Dependency inventory (plugin/version/source/CVEs). Prioritised remediation order.

Phase 5: Write Report

Present summary + CRITICAL/HIGH in conversation. "May I write full report to production/security/security-audit-[date].md?" Write after approval.

Phase 6: Gate Integration

Required for Polish → Release gate. After remediation: /game-security-audit quick to confirm. CRITICAL exists → "Must resolve before release." No CRITICAL/HIGH → "Clear for /gate-check release."

Protocol

  • Never assume a pattern is safe — flag and let user decide
  • Accepted risk is valid for LOW findings — document the decision
  • Multiplayer context: treat HIGH as CRITICAL
  • This is not a pentest — covers common patterns; recommend human security professional for competitive/monetised multiplayer

Checklist

  • Audit scope and mode are defined before scanning begins
  • All applicable categories are audited (Save, Network, Input, Data Exposure, Cheat, Dependencies)
  • Every finding is classified by severity (CRITICAL/HIGH/MEDIUM/LOW) with status
  • Remediation steps are recommended for each CRITICAL and HIGH finding
  • Report is generated with executive summary and release recommendation
  • No CRITICAL findings remain open before gate clearance for release

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