Android and Piracy

Im in :smile: Would like to test your security mechanism!

This is it, @bennyboy Cubix Challenge.

https://play.google.com/store/apps/details?id=com.ThinkertonGames.CubixChallenge&hl=en

It’s definitely getting a good response from those that review it. Most of the negative reviews are either overly harsh because it doesn’t have a feature they want or some other random issue (e.g. someone wrote that they loved it and it was a 5* game and pressed the 2* button). It’s a slow paced puzzle game, I’m working on a free ad supported version with IAP unlock and adding cloud save at the moment. The iOS version is imminent also.

Me too! :slight_smile:

** @imagoFX , @128bit :** Well then! :slight_smile: Once I’m done, will let you lot know! :stuck_out_tongue:

@FuzzyQuills Did you gave up on it? :smile:

No no, just have been terribly busy with other things, I am still a student in yr 12 after all… :smile: (Had formal last week to wind up term 2, so I can relax now. ;))

I actually got the key generation bits working when I began work on it. (The keys are fully encrypted too!) I am yet to find something truly unique on the android devices though, with the device ID being a possible solution, as that as far as I know is ALWAYS a unique identifier. (GPU ID might be too, I’m not sure about that one there)

Would using encrypted asset bundles be a good way of doing it too? I thought of a way of encrypting and signing the game data with a system-specific key so that the game won’t run on a different device, should a pirate get a hold of the APK on the device itself.

If you want to find out a bit more, I should probably carry this into a PM conversation, because we don’t need hackers snooping my data on this… :smile:

EDIT: found a hilarous typo, and corrected it. (Don’t know where I’m going to get “thins” from to bring to a PM converse! :smile:)

Put as much as you can on the server or use a BaaS like GameSparks to manage as much of your data and game logic as possible.

With GameSparks you can create ‘snapshots’ of your backend, and you can configure these to allow only certain client versions of your game to connect. So if say version 1.02 of your game is pirated, launch your 1.03 snapshot, and don’t allow player’s to authenticate if they are using an older client version.

This is one of many approaches you can take to make a hackers life more difficult, eventually it will get to the point where they will rather target easier pickings.

That’s actually an interesting way of doing it. :slight_smile: I was thinking of putting all my game data in an encrypted form onto the device itself, and make it so ONLY that device can load that copy of the game. To actually download the asset bundles though needs a separate key to protect it form snoopers. :wink:

Why not just use Application Licensing? You can have your app check with the Google Play servers to see if the app was purchased from the Play Store. If you know how to write an Android plugin, this shouldn’t be too hard to do.

Very easily crackable.

@FuzzyQuills have you abandoned the protection project as as a future android developer am looking for some secure protection, on that note some people on here have mentioned using in app purchasing instead of purchasing first, but is the in app purchasing not crackable aswell or is it more secure?

thanks in advance

Erm… why didn’t these show up in my notifications?! :smile:

No, I haven’t abandoned it, it’s been on hold for a while now. Just been real busy with school and stuff, and on top of that, I don’t quite have a game yet that would take advantage of it. I will definitely pick it up again though when the time comes, and yea, why not release it separately? :slight_smile:

And IAP? that’s like teasing a child with a demo, I’d rather not do it, IMO, and plus, I just found several tools that crack IAP engines wide open, although most of them target a specific list of games. (Not sure how one would hack into unity’s however… maybe an app.isGenuine check on the IAP screen?)

Overall, I definitely agree with you that there’s a need for a better system, and I have definitely laid down some of the foundations. (initial license key generation and AES encryption to name two of them. :))

if you ever manage to get it working and gets good test result i would certainly purchase it as it seems at the moment with buy to play that you will end up with about 1 in 50 paying and 49 downloading free from the damn site cracking all the games from the play store, i am suprised that google are allowing themselves to be ripped of lots of income by not giving us a secure system for apk files

good luck

I’m taking a guess you found the one million exploits for IAP then. :wink: