TL;DR: Key Takeaways
- The security issues that kill live games are rarely exotic. They are the debug interface that never got disabled, the RPC that trusts the client too much, and the backend endpoint that works in staging and breaks your trust model in production.
- The pre-launch window is the highest-risk period in a game's lifecycle. Teams are focused on certification and content lock while adversarial edge cases quietly survive.
- Generic scanners catch known misconfigurations. They cannot assess bespoke gameplay logic, engine networking, or how your services interact when real players start probing them.
- The most common vulnerabilities in games are logic flaws, not CVEs. Item duplication, economy abuse, progression bypass, and matchmaking manipulation do not require advanced technical skill to exploit. They require motivation and time, both of which your players have in abundance.
- Cyrex has delivered pre-launch security for Dune: Awakening, Dying Light 2, V Rising, DOOM Eternal, and 60+ other titles. The patterns that surface right before release are consistent across engines, genres, and team sizes.
Game Security Is Launch Infrastructure
Here is how most studio security conversations go. A build gets close to release. Someone raises a concern about security. The team is already in cert prep and content lock. Security gets scheduled as a late-stage review. The assessment produces a list of findings. Some get patched. The game launches.
Then the players arrive.
Players are not QA engineers running structured test plans. They are creative, motivated, and completely unconstrained by how the game was designed to be played. They will find the inventory call you forgot to validate server-side. They will replay the transaction your economy system processes twice. They will chain three low-severity issues into a duplication exploit and post it on Reddit before your morning standup.
This is not a hypothetical. It is the pattern Cyrex sees across live game launches, and it is almost always preceded by the same assumption: that security is something you check, not something you build into launch readiness.
The studios that avoid these problems are the ones that treated security testing as part of the same release-readiness conversation as performance, stability, and certification. Not as a final formality.
The Pre-Launch Threat Model: What Actually Goes Wrong
Logic Flaws Beat CVEs Every Time
Classic vulnerabilities require specific technical conditions to exploit. Logic flaws in games are exploitable by any player who is motivated enough (and has the technical chops) to poke at the seams.
You do not need remote code execution to damage a live game. You need a way to duplicate items, bypass progression gates, manipulate matchmaking outcomes, unlock paid content without paying, or abuse backend calls at scale. These are architecture problems masquerading as minor implementation details, and they are almost never visible in an automated scan report.
The questions a pre-launch review actually needs to answer are straightforward and uncomfortable: What does the client know that it should not know? What can the client request that it should not control? Which actions are validated server-side, and which are only assumed to be? Can gameplay events be replayed, reordered, or chained in ways your test plan never covered?
The Final Stretch Is Where Assumptions Become Vulnerabilities
By the time a build is weeks from release, the team's attention is legitimately elsewhere. A single verbose RPC does not feel critical when you are chasing cert blockers. A leftover admin route in a staging-connected service does not feel urgent when the content deadline is tomorrow.
The trouble is that these things compound. A verbose RPC plus a client-controlled parameter plus a missing server-side check equals a reliable exploit chain. None of the three issues would raise a flag in isolation. Together, they give a motivated player a path to something they should not have.
Security bugs that survive to launch share one trait: they look harmless until the game is interesting to attack. At launch, it becomes very interesting, very quickly.
Engine-Specific Attack Surfaces
Unreal: RPC Trust and the Cost of Assuming Authority
Unreal Engine gives studios fast, powerful multiplayer foundations. What it does not give you is a guarantee that your implementation is secure.
The most consistent Unreal issue Cyrex encounters is trust: RPCs carrying more state than necessary, client-controlled values accepted as authoritative without server-side validation, and movement or combat events that pass internal testing but fall apart under deliberate manipulation.
In the Dying Light 2 engagement, Cyrex deployed two senior security engineers specifically to validate hundreds of client-to-client RPCs, working through the full range of exploit paths that could compromise gameplay integrity or player progression. That is not a job for a scanner. It requires engineers who understand how the system is meant to work and are actively trying to make it fail.
Other common late-stage Unreal gaps include debug or developer functions still reachable in non-dev environments, and replication logic that exposes useful internal state to clients who should not have visibility into it. Both categories consistently survive build cycles precisely because they work correctly under normal conditions. They only reveal themselves under adversarial pressure.
Unity: Integration Sprawl and the Stack Nobody Tested as a Whole
Unity security problems near launch usually come from the surrounding stack, not the engine itself. SDK integrations, mobile wrappers, analytics hooks, ad mediation layers, in-game store logic, and platform authentication can collectively create a trust model that nobody designed and nobody has fully reviewed.
Many Unity projects grow fast. Systems get added incrementally under feature pressure. By launch, the client code, middleware, and external APIs form a complex web of integrations that was validated piece by piece but never tested as an adversarial whole.
The common failure modes are familiar: hardcoded secrets or environment values still in client builds, weak purchase or reward validation that trusts the client on transaction outcomes, over-permissive API access between game client and backend, and third-party SDKs that expand the attack surface without equivalent security review.
"We already tested the app" does not cover this. If the assessment did not include actual gameplay flows, API trust boundaries, and abuse paths across the integrated stack, the most dangerous issues may still be untouched.
How Cyrex Tests Pre-Launch Game Security
pAIr Hacking: Coverage and Depth Under Time Pressure
Every Cyrex engagement runs under its Pair Hacking methodology. In pre-launch game security, this takes a specific form: a senior offensive engineer paired with a proprietary AI agent working in coordinated tandem.
The AI handles the volume: enumeration, protocol fuzzing, edge-case detection, and attack surface mapping across a codebase that would take a human team days to cover manually. The engineer handles the depth: exploit chain validation, trust boundary analysis, business logic abuse, and the adversarial judgment that determines which findings are genuinely dangerous and which are noise.
That division is built for the pre-launch window because it solves the real problem. The constraint is not access or capability. It is time. Studios approaching release need broad coverage and deep validation simultaneously, under pressure. The pAIr Hacking model delivers both without asking the studio to extend the schedule to accommodate a slower testing approach.
What a Pre-Launch Security Review Actually Covers
Cyrex assessments in game environments are scoped around the systems that carry real risk: RPC and API endpoint review, client-to-server trust validation, business logic and economy system integrity, authentication and session handling, and communication layer security using Protoceptor across custom protocol implementations where standard tools cannot reach.
The output is not a vulnerability list. It is an honest answer to the question every studio should be able to answer before launch: how far could an attacker get, and what would they be able to do when they got there?
What Cyrex Found Before These Games Shipped
Dune: Awakening (Funcom)
Funcom brought Cyrex in for a six-month engagement ahead of the Dune: Awakening launch, covering both penetration testing and large-scale load testing across the game's multiplayer and survival systems. Arrakis is a persistent world with player-driven conflict and complex live-service infrastructure. The attack surface was substantial.
Cyrex identified and resolved critical security vulnerabilities before open beta, stress-tested infrastructure at 150,000+ concurrent users, and validated economy and progression system integrity. The engagement ran deep enough that Cyrex was credited in the game itself. Funcom's CEO noted the team was crucial in identifying and resolving security vulnerabilities and performance issues, and that they were looking forward to working together on future titles.
Dying Light 2: Stay Human (Techland)
Dying Light 2 launched to over five million players. Before it did, Cyrex ran a multi-team engagement covering penetration testing across hundreds of client-to-client RPCs, systematic testing of dozens of REST API endpoints, client-side binary and Chrome Engine assessment, and high-scale load testing validated to one million plus concurrent users. Cyrex also conducted an EOS API compliance check to prevent throttling or service disruption at launch scale. Techland described the collaboration as productive and insightful, noting that the tests provided clear, actionable feedback that guided optimization efforts and ensured a smoother player experience.
V Rising (Stunlock Studios)
V Rising is built around real-time PvP combat, castle sieges, and persistent progression. The integrity of those systems depends entirely on server-side authority over gameplay outcomes. Cyrex assessed inventory handling, combat validation, and server-side authority across V Rising's multiplayer systems, then ran high-scale load testing to validate infrastructure resilience under real concurrency. Stunlock called it professional and enjoyable, and noted that detailed, thorough results were delivered with minimal effort required on their side.
DOOM Eternal (Bethesda / id Software)
For DOOM Eternal, Cyrex conducted grey box penetration testing across backend live services including matchmaking, account management, party handling, session controls, achievements, and reward systems. The engagement identified multiple vulnerabilities ranging from low-priority findings to issues Bethesda classified as critical, followed by structured regression testing to confirm remediation held.
What to Fix Before You Ship
If launch is close, the priority is the issues that can be turned into leverage quickly.
Audit every client-to-server trust assumption. Treat every client-controlled parameter as hostile input until validated server-side. If the server trusts the client on anything that affects gameplay state, economy, or progression, that is a risk worth examining before players do.
Review RPCs and API endpoints for excess exposure. Strip unnecessary data from responses, tighten input validation, and confirm server authority on every action that matters. If the RPC was added during a feature sprint and never formally reviewed, review it now.
Disable or isolate debug functionality. Test hooks, admin routes, verbose logging endpoints, and staging dependencies need to be gone from release paths. They are consistently among the first things an attacker looks for and consistently among the last things a busy team remembers to remove.
Test exploit chains, not just individual findings. The real risk is usually a combination of issues that look minor in isolation. A full pre-launch review should be asking how findings chain together, not just cataloguing them individually.
Validate launch security and launch stability together. The moment a game goes live, it faces both real traffic and adversarial attention simultaneously. Security testing and load testing that happen in separate silos will miss the interactions between them.
Conclusion
Right before launch, studios are looking for blockers. Security work has to do more than add to the list. It has to identify which weaknesses an attacker can actually operationalize in production, under real conditions, with the kind of creative motivation that your internal QA team does not apply.
Unreal and Unity games do not fail because studios ignored security completely. They fail because edge-case trust issues survived the build cycle looking harmless, and became interesting to attack the moment the game went live.
The studios that avoid that outcome are the ones that treated security as part of launch readiness, not a final checkbox. If launch is approaching and you need to validate the parts that scanners miss, the Cyrex team is ready to scope a pre-launch review around the systems that actually carry risk.
Frequently Asked Questions
Why do most security issues in games surface at launch rather than during development? Because the game is not interesting to attack during development. Internal testing validates whether systems work as designed. Launch is when motivated players, cheaters, and adversarial actors start probing systems in ways no test plan anticipated. Trust assumptions that survived development intact get stress-tested the moment the game becomes worth attacking.
Can't our QA team cover this? They test the game every day. QA validates that systems work as designed. Security testing asks whether systems can be made to work in ways they were not designed for. Those are fundamentally different questions and require different skills and different mindsets. A QA engineer confirms that the inventory system correctly updates when a player picks up an item. A security engineer asks what happens when you replay that request a thousand times, manipulate the parameters, and chain it with an authentication edge case.
What happens if we skip this and patch post-launch instead? Some studios do this successfully. Many do not. The problem with post-launch patching is that the window between a game going live and a significant exploit being publicly documented is often measured in hours. By the time you have identified the issue, confirmed its severity, developed and tested a fix, and deployed it, the economy may already be damaged, the leaderboards corrupted, or the community's trust in fair play eroded. Some of those things do not recover cleanly with a patch.
What makes Unreal Engine security testing different from standard penetration testing? Standard penetration testing frameworks are built around web application attack patterns. Unreal multiplayer systems use custom RPC architectures, proprietary networking stacks, and real-time state synchronisation that standard tools were not designed to inspect. Testing Unreal security properly requires engineers who understand how the engine's networking model works and can assess trust boundaries, replication logic, and server authority at the implementation level, not just surface-level endpoint checks.
How long before launch should we engage Cyrex? Several weeks at minimum, and earlier is always better. A meaningful engagement needs time to scope correctly, test thoroughly, and then retest after remediation to confirm fixes hold. Engaging in the final days before release leaves no room for that cycle. For titles with complex multiplayer systems or live-service backends, Cyrex recommends beginning the conversation at least six to eight weeks before the target launch date.
Does Cyrex only work with large studios on AAA titles? No. The portfolio includes AAA releases from Bethesda, Warner Bros., and Techland alongside mid-size studios and indie titles with ambitious multiplayer systems. The right scope for a security engagement is determined by the complexity of your attack surface and the risk profile of your systems, not by your team size or budget tier.

Written by Mathieu Huysman
Mathieu is Co-Founder and CCO of Cyrex, the driving force behind the company's commercial growth since day one, with 11+ years of hands-on expertise across application security, penetration testing, and multiplayer architecture. He brings rare technical depth to every client conversation - because at Cyrex, expertise isn't just what's sold, it's what's lived.



