Play with people who proved they're real and have something to lose.
Cheating, smurfing, stream sniping and griefing all run on one thing: a ban costs five minutes and a new email. GRID makes a ban cost a face.
The id you banned follows the person. New wallet, lost phone, new handle: same person, same id, still banned.
A ten-second selfie, in-session, on the playing device, at random. The borrowed account fails and loses verified access until the real person is back.
Six accounts are one id now. Your matchmaking can see the pattern and act, or just stop matching that person with that streamer. No ban needed.
You set the rule. We answer it: adult yes or no, declared region, whether the connection agrees, whether residency was proven. You never see a birthdate.
You hold nothing. Neither do we beyond a date. The check runs at a provider and is deleted the moment the answer comes back.
GRID never subtracts. A failed re-check makes a confirmation stale, not a player banned. The worst case for an honest player is a selfie to retake.
A lobby is rules plus an optional allowlist plus a cap, enforced by the game server instead of the honor system.
The same gate your server already uses to check a license. GRID adds fields to the answer. If you don't use the gate yet, it's one HTTPS request at connect.
// your id for this person, // different at every other studio "player": "g_7f3a…" "license": true "human": true "adult": true // highest age floor proven "floor": 30 // re-confirmed within your window "fresh": true "region": { "declared": "US", "observed": true, "proven": false } // on the guest list, if the lobby has one "lobby": true "expires": "…"
Dedicated servers already identify players by Steam ID, and Level 1 already requires a linked Steam account. A server plugin sends the Steam ID, the lobby id and the server key. We answer yes or no.
Quiet signals watch all the time: new device, new country, new card, new Steam link, odd hours. When something moves, or at random, the player takes a selfie on the device that's playing. A match refreshes the confirmation. A miss makes it stale. Nothing is ever removed.
A level is earned and never taken away. What expires is how recently it was confirmed. The levels are named for what proved them. Verification is adults only, and L2 is where that's checked; a failed age check records nothing.
No verification. Steam account linked, at least one license redeemed, no chargebacks, no revoked keys. Facts that were seen to happen, not claimed.
A live person of adult age, confirmed by a selfie check at the provider. No ID collected for most people. This is the front door to everything verified.
Selfie plus government ID at the provider. Proves one unique real person, once. This is what makes a ban stick across accounts, and it clears every age floor at the same time.
Age floors are a fixed menu: 18, 21, 25, 30, 40, 50. A player proves "at least," never "under." Planned as an annual plan of a few dollars, paid by the player; renewal is the re-confirmation selfie. A lapsed plan closes the verified rooms and nothing else.
Most of the design is subtraction. That's what makes it safe for a studio to adopt and safe for a streamer to use.
We'll never call it cheat-proof. The claim we stand behind is narrower and it holds.
Deterrence, not prevention. Verification proves who submitted, never what. A verified human can still cheat. Once. Then the ban sticks to a face, and starting over means burning a real identity.
A willing accomplice gets through. Someone who lends their face to a cheater gets that cheater in, and ties their own identity to whatever happens next. No system beats that; this one makes it expensive and one-shot.
The first incident still happens. A verified stream sniper gets in once. What changes is that it's the last time for that person, and the pattern becomes visible to your matchmaking.
Short answers. Longer ones with pilot partners.
No. It only matters for rooms you mark verified-only. Everyone else plays exactly as they do today.
If your server already checks licenses through the gate, nothing. The verdict comes back on the same call. Add the rule in the dashboard and read a few more booleans. Otherwise it's one HTTPS request at connect. A backend engineer does it in a day.
No. Your ban is on an id only you receive. Another studio gets a different id for the same person and can't match it to yours. GRID holds no bans at all.
They verify again on a new account. The provider confirms it's the same person and their standing moves across. Your id for them stays the same, so a ban can't be dodged by "losing" a phone.
To the verification provider, during the check. GRID reads the result once, writes a date, and deletes the session. No images, names or document numbers are kept by GRID or sent to you.
That's the plan. Rules plus an optional guest list plus a cap. Guests join by invite link while signed in, so the host sees names and never an id. For player-run dedicated servers, a plugin asks the gate at connect and the player installs nothing.
No. The game license is a token, as it is today. GRID is a server-side answer. Reputation on a public chain would be readable by anyone forever, which is the opposite of the point.
The player, with a small annual plan, because they're buying a better queue. It self-selects: someone who pays to join a verified room and then cheats paid to get banned once with their own face.
Looking for a few studios and a few server communities. You bring the problem; we bring one call and a yes-or-no.
Talk about a pilot