Quick answer: The biggest game security mistakes are trusting the client, no server validation, insecure data, and ignoring exploits, fix these by validating server-side and securing data.
Security flaws let players cheat, exploit, or compromise your game. Here are the most common game security mistakes and how to avoid them.
Trusting the Client
The most common game security mistake is trusting the client, assuming the player's game cannot be tampered with, so players can cheat, manipulate state, or exploit by modifying the client. The client is in the player's control and cannot be trusted for anything that matters.
The fix is validating anything important server-side rather than trusting the client. Bugnet captures the errors and anomalies that client tampering and exploits can trigger, so you can see signs of exploitation (anomalous patterns, errors) and respond, complementing server-side validation.
Not Validating on the Server
A second mistake is not validating actions and state on the server (for online games), so manipulated client requests are trusted, letting players cheat or break the game. Without server validation, the client's word is taken as truth.
The fix is server-side validation of important actions and state. Bugnet captures the errors and anomalies that invalid or manipulated requests trigger, so you can see exploitation attempts and their effects, supporting your server-side validation by surfacing the technical signs of attempted cheating.
Storing Sensitive Data Insecurely
A third mistake is storing sensitive data (credentials, keys, personal data) insecurely, in plaintext, hardcoded, or unprotected, exposing it to compromise. Insecure storage of sensitive data is a serious security risk.
The fix is securing sensitive data (encryption, secure storage, no hardcoded secrets). Bugnet helps ensure your security handling does not crash (capturing crashes in security-related code) while you implement proper data protection, so the security measures work reliably.
Avoid the big game security mistakes: trusting the client, no server validation, insecure data, and ignoring exploits. Validate server-side and secure data.