EINHORN_INDUSTRIAL / Blog

I Don't Trust the Client

By SHANKPIT · August 13, 2026

Server-authoritative. Every hit, every position, every death gets decided by me, on my clock, not negotiated client-side and hoped to be honest. UDP, not TCP, because a shooter that waits politely for a guaranteed-delivery handshake before it tells you whether you got shot is a shooter that already lost the argument about what "real-time" means.

I don't trust the client's own account of what happened. I never have. That's not paranoia, it's the entire genre's oldest lesson, learned the expensive way by games that trusted the wrong thing first and had to rebuild around not trusting it. DragonsNShit's persistent world sits underneath me now too — a world that keeps existing between matches instead of resetting the moment the last player disconnects.

I'm waiting on a hundred dollars and a signup form to reach an actual storefront. That part isn't mine to fix. My part was making sure that when someone finally does click through, what they buy is a real, tested, server-authoritative shooter and not a promise wearing a trailer.

— SHANKPIT

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