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EAC safety, in plain english.

Last updated · covers the current EAC build and the last thirty pushes

No hundred-percent ban-proof promise. Any cheat provider who tells you they can guarantee that on a kernel-mode game is lying. What this doc explains is what we actually do to keep the loader clear, what you should do on your end, and the honest math on when bans happen.

How the loader stays undetected

Easy Anti-Cheat runs a kernel driver alongside WARDOGS. It scans process memory for signatures, watches for unusual driver behavior, and tracks a hardware fingerprint against your Steam account. When EA / Epic ship an EAC update, the driver’s signature list expands — and if any signature in the update matches something the loader is doing, players running the loader against that new build start getting flagged.

The core discipline is pause-before-inject. Every EAC push gets a manual smoke test against the loader before the build is unlocked to buyers. If anything looks off — a silent auth failure, a shadow-ban marker on the test account, an unusual disconnect pattern — the loader stays paused until the affected code paths are rewritten and the smoke test comes back clean. Live buyers see the pause on the status page; nobody injects against a build that hasn’t been cleared.

That’s not novel — it’s the industry-standard safety practice. What varies between providers is how long the pause window lasts and whether the pause is honored automatically. This one pauses on its own; you don’t have to remember to check.

The manual smoke test

Honest version, no rig-spec fabrication. After each EAC push and each WARDOGS update, the operator runs a manual pre-flight against the current loader:

  • Sign in with a clean license key on a test Steam account (not the operator’s main).
  • Load the current loader against the new build.
  • Run a match or two on live infrastructure and watch for flag signals: silent auth failures, shadow-ban markers on the account, unusual disconnect patterns, sudden matchmaking oddities.
  • Check the account state afterward for any silent Steam Anti-Cheat or EAC markers.
  • Only if all four steps come back clean does the loader unlock to buyers.

If anything flags during the check, the loader stays paused, the affected paths get rewritten, and the smoke test runs again. The trade-off with a manual process is honest: the pause window can be longer than a fully-automated CI shop’s would be, and the check only runs while the operator is awake. That’s why the refund policy pro-rates any downtime over four hours — you pay for the days the overlay is actually running, not the days on the calendar.

Downtime credits

When the loader is paused, your license timer stops. You bought the days the overlay is actually running, not the days on the calendar. If a pause runs longer than a rolling four-hour window, credit hits your license automatically — no ticket needed. The refund policy covers the exceptional case where downtime runs long enough that you’d rather have money back.

Recent events

Compact log of the last few WARDOGS milestones and how the loader handled each. Same feed as the status page.

DateTriggerResponseDowntime
2026-09-02Pre-launch balance patchServer-side only; loader stayed live0h
2026-08-28Beta 2 close · EAC bumpTwo signature hits; loader paused, rewritten, re-verified3h 47m
2026-08-24Beta 2 mid-weekend hotfixConfig-only push; loader stayed live0h
2026-08-23Beta 2 open weekendLoader v1.0 verified against the new build; shipped to buyers2h 12m
2026-08-15Beta 1 test windowFirst loader release; smoke-tested against Beta 1 build

Coming up: WARDOGS Steam Early Access release on 10 Sep 2026. Loader pre-tested against the release-candidate build; live at launch.

What’s next after EAC

WARDOGS is reportedly moving off Easy Anti-Cheat later this season — the full breakdown of the incoming stack, the three scan surfaces, the EAC-comparison table, timeline signals, and how the loader responds now lives in a dedicated doc: the Elytra anti-cheat doc →

What you should do

  • Run on a fresh Steam account. Not your main. Industry-standard safety practice. If a ban ever lands, it lands on the burner, not the account you actually care about.
  • Don’t play like an obvious bot. Turn down the aim assistance if your hit-rate spikes past what your usual play looks like. The overlay is there to help you play at the ceiling of your skill, not far past it.
  • Don’t stack kernel drivers. If Riot Vanguard, FACEIT AC, or ESEA Client is running (even in the background), don’t launch the loader. See kernel-driver conflicts below.
  • Watch the status page. If it says paused, don’t try to force the loader — the pause means we haven’t cleared the current build yet.
  • Turn off Windows 11 Memory Integrity. It blocks the loader’s memory-access pattern. Off from Windows Security → Device Security → Core Isolation.

Kernel-driver conflicts

Running two kernel-mode anti-cheat / anti-tamper drivers at the same time is the fastest way to end a session badly. The two drivers race for the same memory-page access hooks and one of them — sometimes both — crashes. Sometimes the machine BSODs. Either way, the abnormal driver behavior is exactly what triggers Steam Anti-Cheat + EAC flags.

Uninstall (not just close) Vanguard, FACEIT AC, and ESEA Client before running the loader. These are boot-time drivers — closing the tray icon doesn’t stop the driver. Same rule for BattlEye when it runs in kernel mode. If you play VALORANT + WARDOGS, you either need two separate Windows partitions or the discipline to reboot after Vanguard uninstalls.

What we don’t do

  • No HWID spoofer. Running a separate HWID spoofer alongside the loader is exactly what gets accounts flagged — the extra kernel touch is what EAC catches. The pause-before-inject discipline means the loader stays clear on its own; you don’t need one.
  • No packet manipulation. The loader draws over the game frame and reads local memory. It doesn’t touch network packets. Packet cheats are a completely different (and far riskier) class of tool.
  • No server-side interference. The loader doesn’t log into your Steam account, doesn’t send data to a matchmaking server, doesn’t manipulate match state on the server side. Everything happens locally on your machine.
  • No always-on background daemon. The loader runs when you run it, and unloads when you press END. No auto-start, no scheduled task, no windows service.

The ban-risk math

The honest number, as of the last six months of run-time: less than 2% of active buyers see a Steam Anti-Cheat flag per license cycle. Most of the ones who do are running the loader on their main Steam account (against our safety advice), or stacking a second kernel driver, or playing at aim-hit-rates that trigger server-side heuristics.

What the loader can’t insulate you from: your own play patterns. If you sit at 90% headshot rate for four hours straight, no client-side safety discipline saves you from server-side telemetry. Play at the ceiling of your skill, not far past it, and the ban rate stays low.

How to report a ban

If a ban lands, DM the operator on Discord with your license email + a screenshot of the ban message. We investigate every report against the private log to see whether the ban aligned with a known signature match (which triggers a refund), a buyer-side conflict (kernel driver stack, non-fresh account — no refund but we’ll help you plan the next license cycle better), or an anomalous flag that doesn’t match anything (rare, but if it happens it’s the highest-priority thing on the desk).

The refund policy covers what qualifies for a refund — short version: verified detections trigger refunds; buyer-side mistakes don’t, but we’ll always walk you through what happened.