HTML5 & WebGL Games
Your game ships its rules to every player — including the ones who cheat.
An HTML5 game runs entirely in the browser, so every player downloads your game logic, your scoring, and your anti-cheat checks in readable JavaScript. Let’s be honest up front: obfuscation is not anti-cheat DRM — the server is — and no client protection stops a determined cheater with devtools. What it does is raise the cost of reading and tampering with your code, and hide the anti-cheat logic itself, so casual cheating gets a lot harder.
Golden Rule
The server is the referee, not the client.
Never trust a client-reported score, currency, or game state. Validate on the server. Client obfuscation is defense-in-depth on top of that — not a substitute for it.
Protect the checksMake your anti-cheat logic hard to find and disable.
Mind the frame rateStrong transforms on cold paths, not hot loops.
Strip source mapsOr you publish the game you just protected.