Godot Version
4.7 (soon 4.8)
Question
It is easy to crack and steal your game if you port it to native platfrorms like
or
(You can protect it with some tricks), but how hard is it to take my web build apart?
Itâs basically just as easy to decompile a web build as it is with a Windows or Linux build. The web build still uses a pck file for all your assets and scripts, so anyone who knows how to open the developer tools in their browser (you press F12) can easily download the pck file and decomile it.
Itâs quite impossible to fully protect your game.
If you are incredibly worried about people stealing your game, then the only realistic option you have is to create a âviewerâ for your game, which is a simple client that can take a video feed from an online source, and forward keyboard / mouse and controller inputs to a server. Then simply host your game on a server you own, run the game on your own machine, and when someone is playing, they can connect to your server through the viewer and play that way.
This is, obviously, not viable in terms of cost and maintenance, but realistically the only way to truly âprotectâ your game and itâs assets.
Thanks for all the replyes!
I know I can not protect my game to 100% but I thought it would be at least a bit harder for web builds bc most folks only show how easy it is to crack native buildsâŠ
Looks use full.
Thanks.
The best way to protect your game from theft is by making sure you have the correct Copyrights of content and gameplay/title.
Think of it this way. If someone is making money off of your game then you have a good case to collect from them. A single letter from a lawyer will either shut em down or they will negotiate.
If someone just downloads it and plays around with it well what are you worried?
Donât go overthink protecting the game with technology. Unless it has some top secret stuff in it in which case I doubt you would be here asking.
This is fine (If he tries to learn something from my game).
Licenzing sound like a good aproach, even thoe i canât eford a loyerâŠ
I have researched a bit and found outâŠ
If you post creative work it gets coppyrighted atomaticly no need to add a licenze or to register (I am not a layer⊠just dont trust me here).
Copyright is not the issue. Itâs having the money to hire lawyers and actually start a lawsuit to take stuff down.
Disclaimer I am not a lawyer.
Read up on Copyrights.
And if one day, you are lucky enough to have someone stealing your game and making money from it, then you have a good case to get a chunk of it.
Example of Copyright:
© 2026 Jane Doe. All rights reserved.
I agree (I canât eford a lawyer)
This video was vary usefull
.
You probably donât need to hire a lawyer to send a DMCA takedown notice to publishing platforms (app stores, hosting services, etc.) if your work is being redistributed illegally. This process basically just requires you to send a letter. It is in the publisherâs interest to remove infringing content expediently, because doing this protects them from liability. If you want to sue for damages, then you will need a lawyer.
I believe Godot allows you to encrypt code with a key. The problem is that the key ends up in the clientâs hands. If you know how, you can obtain it.
On the other hand, I would say that a good code obfuscator would make things very difficult for anyone trying to modify your code.