Latest anti-cheat Activity
I'm assuming you're talking about multi-player cheating, like aimbots, map hacks, and the like. As an indie, you may be using a platform that has its own anti-cheat built in, such as Steam/Valve, or Unreal/Epic.
As a small indie, it's also the case that your game probably isn't big enough that there…
#1 rule is the game logic has to run on the server, not in the client (browser). You might get away with obfuscation on the client, possibly by using WebAssembly, but that can be defeated by someone who knows what they are doing.
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