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Steam News28 May 20261mo ago

About Cheaters

Hey pixelgunners! Here's our honest take on cheaters. Our anti-cheat in PG3D runs 24/7. It monitors behavior, processes player reports, and bans thousands of cheaters every month.

Full notes

Full Pixel Gun 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey pixelgunners! Here's our honest take on cheaters.

What changed

0 fixes2 additions2 changes0 removals
  • Security
  • Balance
  • Server
  • Maps
addedOur anti-cheat in PG3D runs 24/7. It monitors behavior, processes player reports, and bans thousands of cheaters every month. But it works in a reactive way — it detects and responds after cheating has already happened, which means new exploits always get a window before they're caught. That's not a tuning issue or something you can simply patch — it's a limitation of the reactive model itself. Fixing it completely would require changing the core architecture of how the game validates actions.
addedWith Pixel Gun 2, we're changing that approach at the core. The server controls everything. Before, a client could tell the server "I dealt damage" and the server had to trust it. Now the client only says "I pulled the trigger," and the server checks the aim, ammo, weapon stats, hit validation — so the highest-impact exploits have nowhere to run at the system level. If something doesn't add up, it simply doesn't happen.
changedServer-side protection closes the biggest holes — but cheats running locally are a different category. No online game has fully solved them through architecture alone, and we won't pretend otherwise. We're actively building detection layers for them too, and the PG2 Steam demo is part of how we test and sharpen that.
changedSee you on a fair battlefield.

Pixel Gun 2 changes

addedOur anti-cheat in PG3D runs 24/7. It monitors behavior, processes player reports, and bans thousands of cheaters every month. But it works in a reactive way — it detects and responds after cheating has already happened, which means new exploits always get a window before they're caught. That's not a tuning issue or something you can simply patch — it's a limitation of the reactive model itself. Fixing it completely would require changing the core architecture of how the game validates actions.
addedWith Pixel Gun 2, we're changing that approach at the core. The server controls everything. Before, a client could tell the server "I dealt damage" and the server had to trust it. Now the client only says "I pulled the trigger," and the server checks the aim, ammo, weapon stats, hit validation — so the highest-impact exploits have nowhere to run at the system level. If something doesn't add up, it simply doesn't happen.
changedServer-side protection closes the biggest holes — but cheats running locally are a different category. No online game has fully solved them through architecture alone, and we won't pretend otherwise. We're actively building detection layers for them too, and the PG2 Steam demo is part of how we test and sharpen that.
changedSee you on a fair battlefield.

Our anti-cheat in PG3D runs 24/7. It monitors behavior, processes player reports, and bans thousands of cheaters every month. But it works in a reactive way — it detects and responds after cheating has already happened, which means new exploits always get a window before they're caught. That's not a tuning issue or something you can simply patch — it's a limitation of the reactive model itself. Fixing it completely would require changing the core architecture of how the game validates actions.

With Pixel Gun 2, we're changing that approach at the core. The server controls everything. Before, a client could tell the server "I dealt damage" and the server had to trust it. Now the client only says "I pulled the trigger," and the server checks the aim, ammo, weapon stats, hit validation — so the highest-impact exploits have nowhere to run at the system level. If something doesn't add up, it simply doesn't happen.

Server-side protection closes the biggest holes — but cheats running locally are a different category. No online game has fully solved them through architecture alone, and we won't pretend otherwise. We're actively building detection layers for them too, and the PG2 Steam demo is part of how we test and sharpen that.

See you on a fair battlefield.

Source

Steam News / 28 May 2026

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