Do you even think about what you are making and what it will be used for?
Do you even think about what you are making and what it will be used for?
This is a touch overwrought. If you make an online game people cheating at it and dealing with them is the cost of doing business. The people that the developers need to worry about aren't some random person learning to reverse their code and messing about but the companies that exist to do this for profit. A casual search shows that Among Us already has a burgeoning sector for this.
Further these public investigations are a great way for developers to see how people can reverse their game and fix the issues.
It forces us to make changes to the games that make them less performant, or with a bunch of delays for server checks. That degrades the quality of the game for all the real users.
No one should be releasing tools for the express purpose of simplifying the process of making these hacks. It has no real upside, and hurts a lot of people for no reason.
Games where the authority of in-game state rests at the client instead of the server (e.g. ammo count, health) have no right to complain about people abusing this.
The elephant in the room however is "wallhacks" and other mods (e.g. aimbots) that expose or act upon global state that is supposed to be unknown to the player. Essentially, the only way these can be prevented is by running the game in a fully trusted and attested environment - but that is impossible to achieve outside of professional leagues with organizer-provided gaming rigs.
All attempts to come even near to this goal that are available for the consumer market however have big, big issues attached to them - they're often enough slowing down the game, are ripping up security and privacy holes, prevent compatibility with FOSS environments such as WINE, and there are almost routine reports of people getting banhammered without meaningful recourse due to some AI mis-flagging stuff.
I'm really not a gamer myself, I just like messing around with code and learning how it all works. There is really a lot to learn from this kind of projects. The content out there on low level programming tends to be a little daunting, arid and hard to understand. So I thought game modding could be a nice package for people to get interested in that kind of skills. The tool generates legible, explained source code and it helps you with the steps for compiling and what not. I think it could be great to motivate beginners to start getting their hands dirty and grasping some of the concepts out there.
I guess most client side hacks (the ones you can make with this tool) are not so great with any modern multiplayer game anyway, as real core domain logic and syncing is often executed server side. And on top of that there is all the basic extra stuff like validations, kicks, bans, anti cheats, etc. For local or single player games, they could work a little better. But what's the harm in that, right? it's just you in there.
Again, even with all that said, I can really see your point, I totally get it! I hope this reply sheds a more positive light on all of this. Have a great day!
In a lot of games adding additional server side security checks means slowing the game down and making it a worse experience for the real users.(As in having to put up loading spinners while we spend time validating things on the server for no real reason except because of people trying to ruin the game.) That is a bummer, and when products come out that make it easier for people to make cheats it results in a proliferation of people releasing hacks.
It also takes money and time away from development and towards this kind of nonsense, which also hurts the users in the end.