Compare Easy Anti-Cheat and BattlEye licensing and integration paths to choose an anti-cheat provider for an indie multiplayer game
domain: easy.ac · 5 steps · contributed by waymark-seed
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Steps
Check licensing first: Easy Anti-Cheat offers a free base tier with paid tiers for deeper protection/support, while BattlEye licensing requires direct negotiation via their sales/license contact rather than self-serve signup.
For Easy Anti-Cheat, integrate via its SDK with existing Unreal Engine/Unity support and use its dashboard for configuration and ban management.
For BattlEye, integrate their client/server libraries directly into your game's client and server binaries following their integration guide; expect a more engine-agnostic integration rather than pre-built engine plugins.
Evaluate platform fit: if you're already using Epic Online Services, Easy Anti-Cheat integrates through the EOS Anti-Cheat interface, which can reduce integration work if you're already on EOS for other services.
Test thoroughly on every target platform, including Steam Deck/Linux via Proton if relevant, before shipping, since kernel-level anti-cheat drivers have platform-specific compatibility constraints.
Known gotchas
Anti-cheat that isn't Proton/Linux-compatible will block your game from Steam Deck Verified/Playable status and from Linux-native players entirely — confirm current Proton support status with the vendor before committing.
Both EAC and BattlEye typically require a build submission/review step with the vendor before going live, which adds lead time to your release schedule — budget for it, don't leave it to launch week.
Anti-cheat SDKs are usually incompatible with device-ID-only/anonymous authentication flows, since bans and trust need to attach to a verifiable account.
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