EconGuard Economy integrity for game servers

What we do

We tell you how much of your economy is fake.

Every roleplay server runs on money it cannot verify. We audit it the way an accountant audits a business — and hand you the number, the accounts holding it, and exactly what to take back.

Your server says

$39,103,640

Unaccounted

95.5%

created
from nothing

The ledger says

$1,741,640

A real audit of a six-hour test economy. Four accounts held the difference. Forty-one honest players were untouched.

The same economy, drawn

Forty-five players on one test server, each drawn to the height of what they were holding. Four of them are the skyline. Nobody reported those four — the arithmetic simply stopped balancing.

The problem

Anti-cheats chase methods. Methods change weekly.

Every anti-cheat on the market blocks actions — aimbot, godmode, teleport, a known duplication glitch. Each one is written after somebody published the exploit, which means it is permanently one patch behind whoever is making videos this month.

Meanwhile the thing owners actually lose is the economy. Cars stop selling because everyone is a millionaire. Rare items stop being rare. The players who paid for an advantage no longer have one, and they leave. By the time it is obvious, it has been happening for months.

Why your server

None of it is personal. It is arithmetic.

A server that sells things is worth more to break than one that does not. There is more money in play, more players who want an advantage without paying for it, and a larger audience for a video about taking it apart. That is not a criticism of monetising a server — it is simply what makes one a target.

The methods are not secret either. They are shared, refined and published, and they tend to arrive at your server already working. The people using them are rarely sophisticated. They are just finding out before you do.

Which is the actual problem. Not that it is happening — but that you would be the last person to know.

Our method

We check arithmetic instead.

In a working economy money is conserved. Every credit to a player is either matched by a debit somewhere else, or produced by a source you declared, at a rate a person could actually play. Items are conserved the same way: one appearing in a pocket must have left a stash.

Anything else came from nowhere. That is not a signature we had to write in advance — it is subtraction. Which is why it catches methods nobody has named yet, including whatever gets published next week.

Money

Duplication, injected events, shops that pay out, balances that disagree with their own history, payout macros, and money entering circulation with no source behind it.

Items

Tracked per container — pocket, boot, stash, pavement — because almost every inventory dupe works by putting one item in two places. Where your inventory gives items an identity, we prove it rather than infer it.

What you get

A report you could hand to an accountant.

Install a resource. Play normally for a week. We send back a document that states how much of your economy is fabricated, which accounts hold it, how it was done, and precisely what to remove — per container, never more than is actually there.

Who is holding it

  1. 1
    injector_02No matching debit
    $20,033,022
  2. 2
    looper_04Job over cap
    $287,513
  3. 3
    whale_grinderEarned
    $124,635
  4. 4
    h035Earned
    $62,910
  5. 5
    h017Earned
    $62,140
  6. 6
    h008Earned
    $62,067
  7. 7
    h039Earned
    $60,692
  8. 8
    h028Earned
    $54,144
  9. 4 of 45 accounts · 95.5% of all money 41 players untouched

Ranked by what they hold, with the bars to scale. One account holds 91% of every dollar on the server, which is what a bar chart of a broken economy actually looks like. Note third place: whale_grinder out-earned all forty-one other players legitimately, and was never flagged.

FindingBasisExample
Credit with no matching debit Deterministic $20,000,000
Cash restored after a disconnect Deterministic $15,750,000
A shop that paid the customer Deterministic $1,440,000
A job paying over its own cap Rate 3.1×
One item in two places at once† Proof 2 cloned

Every money figure on this page comes from one six-hour audit of a 45-player test economy. Read the full report — it is the same document a customer receives. † Item duplication is measured on a separate inventory test, because this economy ran on money alone.

The rule we build against

We never touch an honest player.

A false accusation costs an owner their community, which makes it worse than the exploit it was meant to catch. So the checks that can prove a thing drive corrections, and the checks that can only suspect a thing are shown to a human and nothing else.

Our test economies include people who legitimately out-earn everyone on the server — a miner who plays six hours flat out, a crafter producing hundreds of items an hour. If either is ever recommended for a clawback, the build fails.

How it runs

A week, start to finish.

Who this is for

Servers with an economy worth defending.

If your server sells anything — vehicles, property, membership, priority queue — then your economy is your product, and inflation is a refund you never agreed to. Duplicated money devalues every legitimate purchase a player has made from you.

We are not a moral position on monetisation. We are the people who tell you whether the thing you are selling still holds its value.

A garage is a balance sheet. Every car in it was paid for with currency your server issued — which is exactly why it matters whether that currency was real.

Start with the number

The first audit is free.

Seven days, no charge, no obligation. You get the full report whether you work with us afterwards or not. Most owners have never seen this number for their own server.

hello@econguard.com