Epic Games acquired Helsinki-based Kamu on October 8, 2018. Kamu’s best-known product was Easy Anti-Cheat (EAC), but the transaction also brought Epic technology for telemetry, community management, player satisfaction and live-game operations. The purchase price was not disclosed. Epic presented the deal as both a way to strengthen multiplayer trust and an expansion of services for developers beyond Fortnite.
The acquisition at a glance
| Question | Answer |
|---|---|
| Who was acquired? | Kamu, a game-security and player-services company founded in 2013 and based in Helsinki, Finland. |
| When? | October 8, 2018. |
| Best-known product | Easy Anti-Cheat, a multiplayer anti-cheat service. |
| Deal value | Not disclosed. |
| Historical reach at announcement | More than 80 games and over 100 million PC players, according to GamesBeat’s acquisition report. These were 2018 figures, not current totals. |
In shorthand, people often say Epic “bought Easy Anti-Cheat.” More precisely, Epic acquired Kamu, whose anti-cheat service was its most visible asset.
What Kamu actually provided
Kamu was broader than a utility that blocked cheat programs. Its offering covered the operational problems that arise when a multiplayer game remains online after launch.
Game security
Easy Anti-Cheat was designed to detect and prevent unfair software and behavior in multiplayer games. At the time of the acquisition, it was already deployed across dozens of games and a large PC audience.
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Player and community services
Kamu also worked on tools for understanding player needs, supporting player satisfaction and helping communities function. That included information about player behavior and services intended to help teams operate a live game.
Telemetry and live operations
Telemetry can help a developer identify abuse patterns, friction points and changing player behavior. Combined with community-management and live-service tools, that information supports decisions made after release—not just the initial launch.
This wider scope is why describing Kamu only as an anti-cheat vendor misses the strategic value Epic highlighted in 2018. The acquisition report is available from GamesBeat.
Why Epic wanted Kamu
Protecting competitive multiplayer
Fortnite gave Epic a direct reason to invest in scalable multiplayer integrity. Cheating can damage matchmaking, competitive credibility and player retention. Epic credited Kamu’s technology and team with helping create a fair Fortnite experience.
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Building services for other developers
Epic’s rationale was not limited to Fortnite. The company said Kamu would continue supporting existing customers and engines while expanding services for developers. That points to a developer-services strategy: offer infrastructure that can be used across games, engines and platforms rather than keeping the capability solely inside an Epic title.
Supporting persistent live games
As games moved toward continuous updates and long operating lifetimes, security, moderation, telemetry and community tools became connected problems. Kamu gave Epic expertise in that broader operating layer.
Expanding in Finland
Epic also tied the acquisition to a Helsinki presence for recruiting technology, engine-development and online-services specialists. The location mattered as a talent and engineering base, not merely as Kamu’s mailing address.
What Epic and Kamu said
Epic founder and CEO Tim Sweeney emphasized Kamu’s contribution to a fair Fortnite multiplayer environment and the value of bringing its team into Epic. Kamu CEO Simon Allaeys described anti-cheat as the company’s starting point, while stressing tools that help developers understand players and build and sustain games. Those statements support a broader interpretation of the deal, although Epic did not publish a detailed acquisition thesis or financial model.
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What happened to Easy Anti-Cheat
Easy Anti-Cheat is now presented as part of Epic Online Services’ trust-and-safety offering. The current EAC product site describes a prevention-first, layered approach using techniques such as heuristics, gameplay analysis and player-report signals. It also advertises SDK integration, dashboards and cross-platform support.
These are current product descriptions, not a claim that the same features or packaging existed in October 2018. Current marketing lists more than 20 billion protected gameplay sessions per year, more than 200 protected games and 35 million monthly protected players. Those figures use present-day definitions and cannot be compared directly with Kamu’s 2018 “more than 80 games” and “over 100 million PC players” figures without matching methodologies.
Current licensing signal
The licensing page advertises free basic protection and paid Core, Fortified and Premier tiers. Advanced offerings are contact-led rather than presented as a universal public price list. The current model is therefore a product signal for today’s developers, not evidence that the acquisition made EAC free.
What the deal means for developers
For a studio evaluating anti-cheat, EAC is now relevant as part of a larger Epic service stack. A developer should assess the following before integrating it:
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Threat profile
- Is the game a casual multiplayer title or a high-value competitive target?
- How often do cheating methods change, and could attackers use kernel-level or hardware-assisted techniques?
Platforms and distribution
- Does the game need Windows, Mac, Linux or Steam Deck support?
- Will console cross-play, dedicated servers or multiple PC storefronts impose extra testing and certification work?
- Can the team deliver and update the SDK reliably alongside launchers, patches and offline modes?
Enforcement model
- Which decisions are automated, and which receive human review?
- Who owns the ban, suspension and appeal process?
- How will the team handle suspected cheating that cannot be proven conclusively?
Cost and support
Free baseline protection may suit a smaller studio. Paid tiers may be more relevant to sophisticated threats, high-stakes competition or teams that need dedicated support. Exact commercial terms depend on the service arrangement; the official licensing page does not publish one price that applies to every game.
Trust-and-safety integration
Epic’s current Trust & Safety page places Easy Anti-Cheat alongside Player Reports and Sanctions. That distinction matters: an anti-cheat detector supplies signals, while reporting, moderation and account actions are separate functions that a publisher must design and operate.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What the acquisition means for players
Players did not need to buy Kamu or create a separate Kamu account when Epic acquired the company. They encounter EAC through individual games.
- A supported game may install or update an EAC component before multiplayer access.
- EAC can be required to launch particular titles, including current Fortnite and Rocket League installations.
- EAC may flag activity, but the game publisher generally decides whether to suspend or ban an account.
- Appeals normally go through the game or publisher’s support process, not a universal EAC court.
Epic’s current Fortnite guidance explains installation requirements and manual installation paths at its support page. Rocket League has separate, path-specific guidance at Epic support. Epic also documents EAC service-update failures and repair steps at this support article.
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Privacy, false positives and responsibility
Anti-cheat is not consequence-free software. Detection may involve examining software or system information associated with cheating, and mistakes or disputed decisions can occur. Epic’s privacy policy says its anti-cheat and fraud-prevention technologies may collect and analyze information about a player’s computer and software.
The practical responsibility is divided: the anti-cheat technology detects or reports signals; the publisher sets rules and sanctions; the platform and support teams may handle additional access or appeal issues. Privacy notices, retention practices and appeal routes can vary by game and region, so players should read the specific title’s disclosures.
What is known—and what is not
- The acquisition date, Kamu’s Helsinki base, its broader service scope and the historical EAC reach were reported in 2018.
- The purchase price and other financial terms were not disclosed.
- There is no established basis here for saying the acquisition alone caused a particular Fortnite anti-cheat improvement.
- There is no public evidence in the cited material establishing specific staffing changes or that every Kamu customer moved to Epic-exclusive infrastructure.
- Current EAC pricing, platform claims and marketing metrics describe the later Epic Online Services product, not necessarily the October 2018 offering.
Bottom line
Epic’s Kamu acquisition gave it ownership of a widely deployed anti-cheat platform, but the strategic prize was larger than cheat detection. Kamu added expertise in trust, player intelligence, community management and the day-to-day operation of persistent multiplayer games. For developers, EAC is now a potential entry point into Epic Online Services; for players, its effects remain indirect through installation requirements, detection and publisher-controlled enforcement.
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