Steam games will need to disclose kernel-level anti-cheat on store pages
Reactions to Steam’s New Disclosure Rule
- Widely welcomed as overdue transparency; many players refuse to install kernel-level anti‑cheat and want to know up front.
- Some think the warning will barely affect sales because most gamers prioritize a “cheat‑free” experience over security concerns.
- Others expect it to stigmatize games using such systems, much like “always‑online DRM” labels.
Kernel-Level Anti‑Cheat = Rootkit Debate
- Many call these drivers “rootkits” or “first‑party malware”: closed, ring‑0 code with full system access, historically abused (e.g., Genshin, ESEA Bitcoin mining, GTA V update).
- A minority argue “rootkit” is technically wrong or alarmist: these are installed with user consent and typically expose narrow APIs.
- Several point out that Microsoft’s signing/audits are weak; CrowdStrike and other bad drivers passed.
Effectiveness and the Cheating Arms Race
- Pro‑KLA side: for fast competitive FPS, server‑only and user‑mode anti‑cheat are insufficient; kernel access is needed to detect kernel‑level cheats and most obvious aimbots/ESP.
- Critics: cheating remains rampant (CS, Valorant), while legitimate users bear the risk; KLA mainly stops low‑effort cheats and drives serious cheaters to:
- External hardware (PCIe/DMA cards, HDMI overlays, USB input emulators).
- AI/computer‑vision aimbots running off‑machine.
- Several note that subtle cheats tuned to “look human” are extremely hard to detect statistically.
Server‑Side, Community, and Alternative Approaches
- Advocates for server‑side focus: authoritative servers, relevance filtering (not sending unseen state), statistical/ML detection, plus social tools (reports, trust scores, community banning).
- Others counter that:
- Latency and prediction make some client trust unavoidable.
- Elite players are natural statistical outliers, making automated bans risky.
- Nostalgia for community‑run dedicated servers with admins and votekicks, but recognition that:
- This doesn’t scale to modern F2P, global matchmaking.
- It offloads unpaid moderation labor and can be abusive/unreliable.
Security, Privacy, and Platform Choices
- Strong concern that game rootkits increase attack surface for worms and targeted attacks (SolarWinds‑style), especially on developer machines with credentials and password vaults.
- Many mitigate by:
- Using a separate gaming PC or Steam Deck, often air‑gapped from “real life” work/accounts.
- Avoiding KLA titles entirely (notably on Linux/Proton) and accepting fewer playable games.
- Consoles are seen as the “locked‑down” alternative: less visible cheating, but the “rootkit” is effectively the platform itself.
Linux, Proton, and Ecosystem Impact
- Kernel‑level anti‑cheat for Windows often means the game is effectively unreachable on Linux/Steam Deck; Proton can’t emulate Windows kernel drivers.
- Some Linux users argue EAC’s user‑mode support proves KLA isn’t strictly necessary; others note Linux EAC is weaker and heavily targeted by cheats when enabled.
- Valve’s interests (Steam Deck, Linux) likely motivate pushing disclosure and possibly kernel‑provided anti‑cheat APIs instead of third‑party drivers, though feasibility is debated.
Business Models, Incentives, and DRM
- Many connect aggressive anti‑cheat to:
- High‑stakes esports and ranked ladders.
- Microtransactions and in‑game currencies whose value depends on perceived fairness.
- Comparison to DRM:
- DRM helps launch‑window revenue; anti‑cheat actively improves paying players’ experience.
- A cited pro‑Denuvo study (funded by its vendor) is viewed skeptically; performance impact remains contested.
- Some argue the industry chose centralized matchmaking and “games as a service” for monetization control, which then necessitated invasive anti‑cheat; community servers plus box‑price games would need less of this.
Radical and Experimental Ideas
- One project proposes an extreme model:
- Boot a custom Linux ISO (“reboot‑to‑play”) so the game controls the entire OS.
- Strict hardware configs and “handcam” recordings for ranked play to prove human input.
- Many see this as unplayably intrusive; others treat it as a thought experiment showing how far you’d have to go to make cheating truly hard.
Value Judgments and Unresolved Tensions
- One camp: kernel‑level anti‑cheat is a “necessary evil” for certain genres; avoid those games if you dislike it.
- The other: user autonomy and device security trump any game’s business model; if a genre can’t exist without rootkits, it should change or die.
- Broad agreement that:
- There is no perfect technical solution.
- This is ultimately a human and economic problem as much as a technical one.