Piracy and DRM

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A copy we never sold

Kai searches for Hyper Shards and finds a strange website: "Hyper Shards FULL GAME free download". Someone copied the game's files and posted them.

Piracy means copying and sharing a game, film or song without the owner's permission. It breaks copyright law (the Copyright and licenses lesson in Stage 5). Some pirates would have bought the game, though studios argue about how many. Pirate copies hurt players too: when Microsoft tested counterfeit copies of its own software, more than half carried malware. And confused players then ask us to fix a copy we never made.

True story: pirates who went bankrupt

On 28 April 2013, Greenheart Games, a studio of two people, released Game Dev Tycoon, a game about running a game studio, for US$7.99. Minutes after opening their store, they uploaded a pirated copy themselves. It was the same game, except that after a few hours, the player's studio in the game began losing money to piracy until it went bankrupt.

The game sent anonymous usage data, so they could count. One day after release, 214 players had the bought version and at least 3,104 had the pirated one: 93.6%.

Not every pirate would have paid. But for two people, that gap is real money.

Source: Greenheart Games: what happens when pirates play a game development simulator (2013), greenheartgames.com

What DRM is

DRM (digital rights management) is technology that checks a copy is licensed before or while it runs. It comes in strengths:

Removing those checks is called cracking. Any check that runs on the player's device is code on the player's device, so someone skilled can remove it.

Quick check

Once a game uses DRM, nobody can ever make a working pirated copy of it.

Show the answer

False

DRM checks run on the player's own computer or phone, and skilled crackers remove them. DRM can slow piracy down and stop casual copying, but it never makes piracy impossible.

What the stores give us

Stores already protect the games they sell, so small studios rarely build their own DRM.

Web games: the code is always visible

Hyper Shards is a web game, so every file it uses is downloaded to the player's browser. In DevTools, the Sources panel shows every script and the Network panel lists every download. Minified code is harder to read, not secret.

So we follow the rule from the Stopping cheaters lesson in Stage 4: never trust the client. Valuable things stay on the server. Worlds 2 to 5 are only sent after a Cloud Function (the Code on the server lesson) confirms a paid purchase for that player's account, and scores are checked there too.

Bolt says: Cloud Storage for Firebase has Security Rules as well, and they can read the player's purchase record in Firestore before allowing a download of a paid world.

Spot the crack

worlds.js
async function startWorld(n) {  if (n > 1 && localStorage.paid !== 'yes') {    return showBuyScreen();  }  const res = await fetch(`/worlds/world${n}.json`);  playWorld(await res.json());}

A player types localStorage.paid = "yes" in DevTools and plays all five worlds free. What is the real fix?

  1. Minify worlds.js so nobody can read line 2
  2. Serve worlds 2 to 5 only after the server confirms a paid purchase for the signed-in account
  3. Rename paid to a secret word like zq7
Show the answer

Serve worlds 2 to 5 only after the server confirms a paid purchase for the signed-in account

Line 2 trusts a value the player controls, and line 5 fetches files anyone can download. Minifying and renaming slow a cheater down for a minute. The server is the one place the player can't edit.

When DRM hurts paying players

Heavy DRM has costs, and they land on the wrong people.

Beat piracy by being worth it

Many studios fight piracy mostly by making buying the easy, fair choice:

Player message

#community, a player in Brazil
Hyper Shards looks amazing, but US$4.99 is a lot where I live. A site has it for free. Should I just grab that?

Which studio move does most to turn players like this into buyers?

  1. A fair local price in Brazilian reais, plus the free World 1 demo to try first
  2. An always-online check, so the free copy stops working offline
  3. A higher price everywhere, to make up for pirated copies
Show the answer

A fair local price in Brazilian reais, plus the free World 1 demo to try first

Regional pricing makes the real copy affordable, and the demo answers "is it worth it?" without a pirated copy. Always-online checks hurt honest players and get cracked anyway, and a higher price makes this player's problem worse.

Stolen copies: takedown notices

When our game appears on a website without permission, the usual tool is a DMCA takedown notice, under the US Digital Millennium Copyright Act (the Fan games lesson in Stage 5 has a famous example). It goes to the site's host. To keep its safe harbor, protection from being sued over what users upload, the host must quickly remove the copy.

The notice includes a statement made under penalty of perjury, so a parent sends it for the company. The uploader can reply with a counter-notice if they think it was a mistake. Other countries have similar systems.

Bolt says: Next: Steam, the biggest PC store, and what it would take to sell Hyper Shards there.

Fact-checked 11 October 2026