First-class plugins, plus a raw SDK for everything else

Cerberus ships dedicated plugins for the two engines most partner studios build on, and a minimal C++ SDK for anything custom or in-house.

🎮

Unreal Engine 5.1+

Fully functional Unreal Engine 5.1+ plugin with Blueprint bindings, a UGameInstanceSubsystem-based session lifecycle, and ban-hook examples out of the box.

FIRST-CLASS SUPPORT
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Unity 2022+

Unity 2022 LTS+ package with C# P/Invoke bindings over the C++ core (.NET 6.0+ required), session lifecycle hooks, and ban/flag callback handlers.

SUPPORTED
⚙️

Custom / In-House Engines

No Unreal or Unity? The raw C++ static library and single header work with any Windows game that can link a C++ or C# library — 4 calls to integrate: Init, StartSession, EndSession, Shutdown.

RAW SDK
🕒

Typical integration time: under 2 hours end to end for Unreal or Unity via the first-class plugins. Custom-engine integration against the raw SDK typically takes 1-2 hours on top of that, since it's just four API calls (Init / StartSession / EndSession / Shutdown) wired into your existing engine lifecycle.

Runs independently of your platform layer

Cerberus doesn't touch matchmaking, lobbies, identity, or storefront logic — it's a detection layer that sits alongside whatever platform services your title already uses. No conflicts, no shared state, nothing to reconfigure on your end. These are commonly used alongside Cerberus by partner studios, not integrated dependencies:

🅢

Steamworks

Cerberus runs alongside Steamworks matchmaking, lobbies, and Steam's own anti-tamper measures. The SDK accepts any platform-specific player ID as a plain string — including a Steam64 ID — for session identification; it doesn't call into the Steamworks SDK itself.

🌐

Epic Online Services (EOS)

Same story for studios on EOS matchmaking, sessions, or identity — Cerberus operates independently and simply takes your EOS player/product ID as the session identifier when you call StartSession.

☁️

PlayFab

Studios running PlayFab for backend services, matchmaking, or economy can continue to do so unmodified — Cerberus's REST API and webhooks run as a separate, parallel system rather than replacing or wrapping PlayFab functionality.

🧱

No shared state, by design

Because Cerberus doesn't hook into any specific matchmaking or platform SDK, adding or swapping your platform layer later doesn't require touching your Cerberus integration at all.

Coexists with your existing DRM, doesn't replace it

Cerberus includes DRM integrity verification as part of its pre-session scan. It detects binary patching, license bypass attempts, loader modifications, and tampered game executables — the same category of tampering DRM systems are built to catch.

This runs alongside your existing DRM solution as an additional layer, not a replacement for it. Cerberus doesn't hook, patch, or interfere with your DRM's own protection routines — the pre-session scan and the DRM's runtime checks operate independently, so there's no conflict between the two.

In practice that means a title shipping with Denuvo or Steam DRM keeps that protection exactly as-is; Cerberus adds kernel-level tamper detection, behavioral monitoring, and hardware fingerprinting on top, without needing to be "aware" of which DRM you're running.

Denuvo — coexists, no conflict Steam DRM — coexists, no conflict Custom / in-house DRM — coexists, no conflict

Build your own integrations on top

Every ban and detection event that flows through Cerberus is also available over the REST API and as signed webhooks (HMAC-SHA256, verified via the X-Cerberus-Signature header). Nothing about it is closed off — if it's data Cerberus already tracks, you can pull it or subscribe to it.

OPS DASHBOARD

Internal analyst view

Pull GET /v2/bans and GET /v2/detections into a custom ops dashboard, filtered by reason (AIMBOT, DMA, INJECTION, WALLHACK, SPEED) or detection layer, so your trust & safety team isn't tied to the partner dashboard UI.

DISCORD MOD-BOT

Real-time ban alerts

Subscribe a webhook to ban.created and flag.created events and have your mod-bot post them straight into a moderation channel — no polling, just a signed payload the moment it happens.

SUPPORT TOOLING

Appeals & manual bans

Route ban appeals into your existing support queue, and use POST /v2/bans to issue manual bans from your own reporting system — Cerberus records them, propagates them across regions, and fires the webhook like any other ban.

Ready to see it in your stack?

Closed beta partner accounts get SDK access, a sandbox API key, and direct access to the team integrating your engine and platform stack.