For Publishers

Ban evasion ends at the hardware

Every Sentinel device carries a cryptographic identity provisioned at manufacture — impossible to spoof, clone, or reset. When a player is banned, the device is banned. One server-side API call. No client SDK, no kernel drivers.

“We banned the account. They came back in 10 minutes with a new one.”

Every layer of enforcement fails at the same point — nothing verifies a trusted identity at the hardware level.

Account bans

New account in minutes, free to make. Back in the lobby before the match ends.

IP bans

VPNs, dynamic IPs, and shared networks make them trivial to sidestep.

Software anti-cheat

Kernel bypasses, VMs, and spoofed signatures — an arms race you fund and cheaters win.

Hardware ID spoofing

Machine IDs are faked with a $30 adapter. Nothing verifies the hardware is real.

How it works

One endpoint on your server. No software on the client to bypass.

01

Your server calls Sentinel

Your game server passes the player's device payload to the Sentinel API — no client SDK, no kernel drivers to ship or maintain.

02

Sentinel verifies the device

We check the hardware signature and return a stable device identity, a trust score, and ban status in under 50ms.

03

You decide: allow, flag, or block

Your game keeps full control of enforcement. Gate matchmaking, flag for review, or block outright — the policy is yours.

Player DeviceGame ClientYour Game ServerSentinel API

What publishers get

Device identity API

Know exactly who is on what hardware — across accounts, across your entire title catalog.

Permanent hardware bans

Ban the device, not the account. New account, new IP, fresh reinstall, VPN — there's no path back in.

Cross-publisher reputation

Opt in to shared ban signal across the network. A cheater flagged elsewhere is a cheater you already know about.

TrustPlay lobby signal

A single boolean — trustplay_eligible — lets you build hardware-verified matchmaking pools with one flag.

Free sandbox environment

Test every scenario at zero cost. Environment-scoped API keys keep sandbox and live cleanly separated.

Full audit log

Every check, every decision, timestamped — the record you need for appeals, disputes, and integrity reporting.

TrustPlay Lobbies

The feature your competitive players keep asking for

TrustPlay Lobbies are matchmaking pools restricted to hardware-verified devices — no spoofed identities, no ban evasion. It's not just a backend tool; it's a marketing asset you ship in your patch notes.

  • Offer TrustPlay as a premium, ranked, or verified matchmaking tier
  • Show a TrustPlay badge on verified players' profiles
  • Let your community self-police — cheaters can't enter, period
POST /v1/check
{
  "device_id": "snid_abc123",
  "trusted": true,
  "ban_status": "clean",
  "trust_score": 98,
  "trustplay_eligible": true
}

One call. No client SDK, no kernel drivers. Read the integration docs →

Proven where cheating hurts most

We're running SentinelID in one of the most cheat-plagued corners of gaming — competitive Rust servers and tournament organizers, where ban evasion is a weekly tax on server owners. That's the proving ground. The platform is built for any online title that's tired of losing the arms race.

Own the narrative on competitive integrity

Sandbox is free — test every scenario at zero cost before you go live. Tell us about your title and we'll map the fastest path to hardware-verified play.

Or email us directly at casey@sentinel-id.com