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    <title>Memory Scanning on Terrible Software</title>
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      <title>What Actually Survives a Memory Scanner</title>
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      <pubDate>Thu, 29 Oct 2026 12:00:00 +0000</pubDate>
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      <description>&lt;h1 id=&#34;what-actually-survives-a-memory-scanner&#34;&gt;What Actually Survives a Memory Scanner&lt;/h1&gt;&#xA;&lt;p&gt;Scott Davis · October 2026&lt;/p&gt;&#xA;&lt;p&gt;&lt;em&gt;A follow-up to &lt;a href=&#34;https://terriblesoftware.dev/en/posts/securing-game-data-in-the-agentic-age/&#34;&gt;Securing Game Data in the Agentic Age&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;&#xA;&lt;h2 id=&#34;building-it-then-attacking-it&#34;&gt;Building it, then attacking it&lt;/h2&gt;&#xA;&lt;p&gt;In the last post I argued that client-side protection only slows attackers down, and that &amp;ldquo;AI is making the slowdown barely matter.&amp;rdquo; I ended with a sketch of a small masked type that re-keys on every write and moves its storage around.&lt;/p&gt;&#xA;&lt;p&gt;I built it. I also built a memory scanner and pointed it at my own game.&lt;/p&gt;</description>
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