Federated trust for multiplayer games
Cross-studio player reputation, without a central authority.
FedShield gives players a portable reputation and studios a federated trust signal. Players sign up to see the verdict the network holds on them; studios register game servers to submit events and query verdicts from live matchmaking. Runs a coordinated-Sybil defence out of the box.
Reputation you carry across games
Players own a portable federated verdict — the same score studios query at matchmaking time. Play well in one game and your rep travels; get caught cheating and it does too.
Coordinated-Sybil defence built in
The federation caps the influence of peers that behave suspiciously in unison — the exact defence measured in the thesis. Run it against a synthetic attacker in Demo mode.
Three-layer architecture
Event Layer ingests submissions. Aggregation Layer weights them with time decay + peer trust. Policy Layer returns advisory verdicts. All three exposed as REST endpoints.
How it works
- 1
Create a studio account
Email + password. Your account owns your registered game servers and the events they submit; nothing you write is visible to other studios.
- 2
Register your game server(s)
Each server gets a peer_id and an API key. Store the key in your server config — the federation uses it to authenticate every event submission.
- 3
Submit trust events from your games
POST /api/v1/events with the API key. Report cheating, toxicity, commendations — whatever your game policy tracks. The federation weights them by peer trust and time decay.
- 4
Query player reputation across the federation
GET /api/v1/players/{id}/verdict returns the federated verdict — trusted / neutral / suspicious / untrusted. Use it for matchmaking, gating, or moderation. Optionally: run Demo mode to see the coordinated-Sybil defence in action against a synthetic player.
Ready to integrate FedShield?
Free while in preview. Your studio's events and API keys are scoped to your account; the federation aggregates signal, not raw data.