Capabilities

A full licensing spine, not a license-key regex.

Each layer is independent. Start with signed activation; add binding, sealing and server-side enforcement as the value you’re protecting grows. Turn on only what a given game actually needs.

Signed licenses

Tamper-evident by construction

Ed25519 license files signed by AWS KMS — the private key never touches disk. Clients verify the signature offline, before trusting a single field.

Machine binding

One seat, one device

Hardware fingerprints bind an activation to a machine, with fuzzy re-matching so honest hardware changes don’t punish real customers.

Offline grace

Works on a plane

Signed leases and configurable fail-open windows keep licensed games running through outages, travel and air-gapped installs.

Sealed sections

Code that ships encrypted

Encrypt high-value code paths so they unseal only with a valid, machine-bound key — a cracker has to recover that key or dump the code at runtime, not just flip an if (licensed).

Server entitlements

Keep the crown jewels remote

Move the most valuable logic server-side, released through short-lived, signed capability tokens bound to one machine and one request. A client-side crack can’t patch out what never ships.

Wind-down

A graceful end-of-contract

A signed, perpetual release grant retires protection cleanly when an agreement ends — a defined exit, not a dead-man’s switch.

Get started

Pick the layers your game needs.