Epic Online Services (EOS) Easy Anti-Cheat (EAC) is one of the most trusted protection layers in modern games. It’s proven across genres, works at scale, and fits cleanly into a wide range of architectures due to its modular design. Studios can adopt it on its own and connect it to whatever backend powers their game.
Many studios use our backend for player identity, sessions, moderation, and enforcement. To help them plug EOS Easy Anti-Cheat into their existing workflows, we built a custom app that routes EAC events into backend policies to automate actions and maintain consistency across systems.
It’s simply a clean way to connect anti-cheat detection signals with backend decisions. We built the pattern for our own platform, and open-sourced it so any team, using any backend, can adapt it to their needs.
How Anti-Cheat Signals Fit Into Your Backend
Easy Anti-Cheat handles detection, the crucial first step in any anti-cheat workflow. Then, your backend plays the central role in deciding what those signals actually mean for your game. The Extend app does not use EOS Sanctions directly. Instead, it receives violation data from EAC and forwards that to your backend’s own ban or reporting service, like the AccelByte Ban Service. If your backend uses EOS Sanctions, you could adapt the same pattern by calling the Sanctions Web API instead.
Most studios already have systems that manage player identity, matchmaking, progression, moderation tools, and enforcement rules. For anti-cheat to work smoothly, these systems need to stay aligned with the events coming from EAC. In practice, that means your backend needs to answer things like:
EAC, as with other anti-cheat solutions, requires a backend decision layer. EAC provides the detection signals; your backend applies the rules your game needs.
The pattern we’re sharing is simply a clean way to connect these two pieces so enforcement stays consistent across your systems, whether you’re using AccelByte, or any other backend.
Our Approach: A Lightweight Policy Service for Anti-Cheat Events
To help studios keep their enforcement logic consistent, our engineering manager, Damar Inderajati, built a lightweight service on AccelByte Extend that turns Epic Online Services Easy Anti-Cheat events into clear backend actions.
The flow looks like this:
In this flow, the policy service becomes a single, clean place where anti-cheat rules live.
We built the implementation for our own backend environment, but the pattern itself is backend-agnostic. Any backend that handles player identity and enforcement can adopt the same flow. That’s why we open-sourced it, so that teams can reuse it directly or adapt it to their own architecture.
How It Works
If you’re using AccelByte, you don’t need to run or host anything yourself:
If You’re Using a Custom or Third-Party Backend:
The same logic is fully open-source and backend-agnostic so you can:As long as your backend has a concept of users and enforcement actions, the pattern applies cleanly. Once wired in, anti-cheat detections will feed directly into your game's backend rules.
What’s Next
This integration of Epic Online Services EAC is part of our growing list of Extend Apps: small, practical patterns that help connect backend systems with external services in a clean, reusable way.
If you missed the previous entry, we walked through how to sync backend session state with Epic Online Services Voice using the same event-driven approach. Next up, we’re working on patterns for matchmaking and multiplayer server workflows focusing on things like:
We’ll share those as soon as they’re ready. If you have ideas or integrations you’d like to see covered, we’d love to hear from you on our Discord community.
For more information on Epic Online Services Easy Anti-Cheat, see documentation here.