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    <title>Security on Terrible Software</title>
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      <title>Securing Game Data in the Agentic Age</title>
      <link>https://terriblesoftware.dev/en/posts/securing-game-data-in-the-agentic-age/</link>
      <pubDate>Tue, 27 Oct 2026 12:00:00 +0000</pubDate>
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      <description>&lt;h1 id=&#34;securing-game-data-in-the-agentic-age&#34;&gt;Securing Game Data in the Agentic Age&lt;/h1&gt;&#xA;&lt;p&gt;Scott Davis · October 2026&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;Client-side protection has always slowed attackers down without stopping them. AI is making the slowdown barely matter.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;To run, a game has to keep a lot of information on the player&amp;rsquo;s computer that the player is not supposed to use. It knows where every monster is, including the ones nobody has walked up to yet. It knows the real hit points behind a health bar that only shows a sliver of red. It holds the keys that encrypt its own network traffic. The player is not meant to see any of this, but the game needs it to work, and anything the game can read, the person who owns the computer can read too. &lt;strong&gt;While this has always been true in the past, what is new is how cheap it has become to take advantage of it with AI.&lt;/strong&gt;&lt;/p&gt;</description>
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