How it works

Three moving parts. One signature of trust.

Your server signs, your game verifies, and enforcement happens wherever the value lives. The trust anchor is a public key you embed at build time — nothing secret ever ships inside the binary.

01 · Issue

Your server signs a license

A license file (VLF) is minted and signed with your Ed25519 key in AWS KMS. The signing key never leaves the HSM — your server just asks KMS for a signature over the canonical bytes.

02 · Embed

Your game verifies it offline

The SDK carries your public trust anchor and checks the signature locally — before it reads entitlements, binding or expiry. Verify-before-parse, no network required.

03 · Enforce

Gate, fuse, or seal

Gate a feature flag, fuse a license into real computation so a wrong key yields wrong output, or run sealed compute server-side. Your call, per surface.


The trust anchor

Nothing secret ships in your game.

The only Bindseal material inside your binary is a public key. It can verify a signature but can’t forge one — so pulling your game apart won’t hand an attacker a way to mint licenses under your key. (They can still try to patch the check out — that’s what the other layers are for.)

Ed25519 · 64-byte signature Canonical JSON Verify before parse
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