Gamer Reputation ID

Verified lobbies.
Bans that stick.

Play with people who proved they're real and have something to lose.

Player
Opt-in
Nobody is required to verify. Open queues stay open.
Studio
1 flag
Verified-only mode per drop. Read a few more booleans.
Data you receive
0 PII
Yes or no per rule, an id that's yours alone.
Ban durability
Person
Not the account. A fresh wallet is the same id.

Throwaway accounts are the whole problem.

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.

Ban evasion

Back in ten minutes

New account, same cheater.

The id you banned follows the person. New wallet, lost phone, new handle: same person, same id, still banned.

Account sharing

The rented ringer

Lend a verified account to a pro.

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.

Stream sniping

Alts by the dozen

Follow the streamer in on six accounts.

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.

Age & region

Rules you can't enforce

Hold birthdates to run an 18+ mode.

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.

Liability

ID scans on your servers

Build and hold verification yourself.

You hold nothing. Neither do we beyond a date. The check runs at a provider and is deleted the moment the answer comes back.

False positives

Honest players greyed out

Anti-cheat punishes the wrong person.

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.

Lobbies

Your rules.
Your guest list.

A lobby is rules plus an optional allowlist plus a cap, enforced by the game server instead of the honor system.

  • USA and Canada only. Over 30. Verified humans. Confirmed this month.
  • A streamer's private wipe: 35 invited players and nobody else.
  • Guests join by clicking an invite link while signed in. The host sees names, never an id.
  • Kick someone by removing a name. They can't come back on a fresh account.

One call at join. One answer.

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.

  1. The player opts inFrom their account, by choice, because they want the verified queue.player
  2. They verify onceA selfie for the adult check. Selfie plus ID for verified human. A provider does the work; GRID records one date and deletes the session.player · provider
  3. You set a rule on the dropSelfie-verified. ID-verified. Age floor. Region. Confirmed within twelve months. Any combination.studio · dashboard
  4. Your server asks at joinPlayer identity, usually a Steam ID, plus your server key. Back comes a short-lived signed verdict.studio · one call
  5. You decide. We don't.Let them in or don't. Ban on your id if they cheat. We never see your list and never ask.studio
gate verdict · illustrative
// 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": "…"
No name. No handle. No wallet. No birthdate. Final fields are being settled with pilot partners.
Player-run servers

Rust-style servers, no client install.

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.

  • The player installs nothing.
  • The server learns nothing it didn't already have.
  • The admin picks a lobby, enters a key, done.
Still the same person?

Ten seconds, mid-session.

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.

  • Face templates live at the provider, image-free, tenant-scoped, expiring.
  • A sold or lent account fails on the next check and the seller can't get their face back.
  • A lost phone recovers the same way: same face, same id, new wallet.

Three levels. Additive only.

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.

L1

Witnessed

No verification. Steam account linked, at least one license redeemed, no chargebacks, no revoked keys. Facts that were seen to happen, not claimed.

Free
L2

Selfie-verified

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.

Part of the plan
L3

ID-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.

Part of the plan

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.

What we refuse to do.

Most of the design is subtraction. That's what makes it safe for a studio to adopt and safe for a streamer to use.

No personal dataYou get booleans and a region code. We keep a date.
No ban listYours stays yours. We aren't told who you banned.
No cross-studio joinYour id for a player can't be matched to another studio's.
No public badgeNothing about a player's standing is visible to other players.
Nothing on chainGRID isn't a token. The license is the key; GRID is the answer.
No lookupNo endpoint takes an id from outside. Not for support, not for appeals.

What it doesn't do.

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.

Questions studios ask.

Short answers. Longer ones with pilot partners.

Do my players have to verify?

No. It only matters for rooms you mark verified-only. Everyone else plays exactly as they do today.

What do I have to build?

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.

Does a ban follow a player to other games?

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.

What if a player loses their phone or wallet?

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.

Where does the ID scan go?

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.

Can I run a lobby with my own rules, or a private server for specific people?

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.

Is any of this on a blockchain?

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.

Who pays?

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.

Pilot partners

Got a cheating problem and a mode you'd actually ship?

Looking for a few studios and a few server communities. You bring the problem; we bring one call and a yes-or-no.