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Cheating-as-a-service economy hits $8.5bn as 51% of studios lose revenue

Summary
Anybrain's 2026 survey of 250 US and UK competitive multiplayer studios values the cheating-as-a-service economy at $8.5bn.
51% of studios report measurable declines in player retention or revenue from cheating.
69% call cheating a significant problem, yet 24% run no anti-cheat at all.
88% plan to raise anti-cheat spending over the next 12 months.
AI-powered detection leads next-tool choice at 44%.
"We're seeing cheating change from something individual players did for an edge into a professionalised economy in its own right"
— Andre Pimenta, CEO and co-founder, Anybrain.
01

A professionalized cheat economy now rivals mid-size game markets

Anybrain sizes the global cheating-as-a-service market at $8.5bn.
The economy runs on cheat subscriptions, boosting services and in-game economy manipulation.
One cheat developer targeting a single game made an estimated $77m in 2021.
Generative AI and dedicated hardware have raised the technical ceiling for cheats.
"The tools available to cheaters now, from generative AI to dedicated hardware, have raised the bar for what a cheat can do"
— Andre Pimenta, CEO and co-founder, Anybrain.
02

Detection has not closed the loop on financial damage

51% of surveyed studios report measurable retention or revenue decline from cheating.
58% face regular community complaints even after deploying protection.
45% say cheaters keep finding workarounds despite anti-cheat in place.
The gap between 69% calling cheating serious and 45% still being bypassed exposes an unsolved financial problem.
03

Budget access separates protected studios from exposed ones

93% of studios now run dedicated anti-cheat teams.
47% of advancing studios cite securing a dedicated budget as the enabling factor.
24% run no anti-cheat, blocked mainly by no working solution (25%), no team (15%) and cost (12%).
73% of unprotected studios plan to implement within a year, turning the gap into a near-term buying decision.
04

Anti-cheat deployment introduces its own retention cost

55% of anti-cheat users report technical issues caused by the software itself.
31% report false positives that ban innocent players.
37% report community backlash tied to anti-cheat enforcement.
Studios trade one retention risk for another rather than eliminating it.
05

AI-powered detection is becoming the market's next default

AI-based detection already sits at 48% adoption, trailing client-side at 50%.
AI-powered solutions lead next-tool plans at 44%, ahead of third-party (42%) and kernel-level (33%).
92% of developers believe cheating can eventually be eradicated, outpacing current detection effectiveness.

What this means

For Service Vendors: 73% of unprotected studios buy within a year, with AI detection the top request - target the budget-holder, not the tech evaluator.
For Publishers & Developers: anti-cheat adds its own retention risk (55% technical issues, 31% false bans) - budget for enforcement fallout, not just detection.
For Investors & VC: an $8.5bn shadow economy and 88% rising spend define the anti-cheat TAM.
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