CLEAN-ROOM DEVELOPMENT STATEMENT
Division
Last Updated: December 9, 2025
This Clean-Room Development Statement (“Statement”) describes the engineering practices, internal controls, and legal compliance procedures followed by Division (“Company,” “We,” or “Us”) in the creation of all Software, loaders, digital tools, and related technologies (collectively, the “Software”).
The purpose of this Statement is to affirm that Division’s Software is independently developed through lawful means and does not rely on, incorporate, or interact with proprietary, copyrighted, or protected materials owned by any game publisher, developer, or anti-cheat provider.
1. CLEAN-ROOM ENGINEERING METHODOLOGY
Division develops all Software using a clean-room methodology, which includes:
Independent engineering without access to proprietary game source code
Use of publicly available information only
Strict separation between factual observation and implementation
Avoidance of reverse engineering, decompilation, or disassembly of protected works
Complete isolation from leaked assets, internal tools, or non-public SDKs
All code implemented by Division is original, independently authored, and not derived from copyrighted game code or protected modules.
2. NO REVERSE ENGINEERING OF PROTECTED WORKS
Division and its developers do not:
Reverse engineer, decompile, or disassemble game executables
Inspect or analyze encrypted, obfuscated, or protected binaries
Access or replicate anti-cheat logic, algorithms, or internal data structures
Interact with proprietary files, algorithms, or protected memory regions
Development is conducted solely through:
Operating system APIs
Allowed external observations
Public documentation
Hardware-level behavior available to all applications
Division’s Software does not derive from or replicate any proprietary code.
3. INDEPENDENT TESTING & OBSERVATION
3.1 Division engineers test the Software exclusively using lawfully obtained game copies.
3.2 Any behavioral observations made during testing:
Do not involve inspection of protected executable code
Do not involve analysis of encrypted or monitored memory regions
Are limited to externally observable UI behavior, system responses, and public OS-level information
3.3 No protected technological protection measures or anti-cheat systems are bypassed or tampered with during development or testing.
4. NO INTERACTION WITH PROTECTED MEMORY OR GAME CODE
Division Software operates solely externally, meaning:
It does not inject into any game process
It does not access internal process memory
It does not modify, overwrite, or read protected binary structures
It does not hook or patch game functions
It does not circumvent access controls or verification systems
Division Software communicates only through lawful, OS-permitted external mechanisms.
5. NO USE OF LEAKED, CONFIDENTIAL, OR PROPRIETARY MATERIALS
Division does not and will never:
Use leaked game source code
Refer to or use proprietary development kits
Employ internal debugging tools belonging to publishers or anti-cheat vendors
Access private repositories, insider documentation, or confidential resources
Employees and contractors are strictly prohibited from using unauthorized materials.
Any individual found to have accessed such materials is removed from development activities immediately.
6. INTELLECTUAL PROPERTY SEPARATION
Division ensures strict separation between its Software and the intellectual property of:
Facepunch Studios
Embark Studios
Epic Games
Electronic Arts / Respawn Entertainment
Bohemia Interactive
Behaviour Interactive
Any anti-cheat provider (EAC, BattlEye, Ricochet, Vanguard, etc.)
The Software does not replicate, emulate, or imitate the internal logic of any game or anti-cheat system.
7. INTERNAL ACCESS CONTROLS & COMPLIANCE
Division maintains internal policies to ensure legal compliance, including:
Restricted access to internal code repositories
Mandatory compliance training for developers
Documentation of all development sources and methods
Verification that no engineer accesses proprietary materials
Role-based access ensuring separation between testing and implementation
Division also maintains logs demonstrating that the engineering process remains clean-room compliant.
8. NO TECHNOLOGICAL PROTECTION MEASURE (TPM) CIRCUMVENTION
Division does not:
Circumvent encryption, authentication, or anti-tamper systems
Disable, bypass, or interfere with anti-cheat enforcement
Provide mechanisms designed to avoid detection or enforcement
The Software operates only within the boundaries permitted by the operating system and does not defeat technological protection measures under:
Singapore Copyright Act
DMCA §1201
EU Copyright Directive
Any equivalent international statute
9. PROHIBITED USERS POLICY
To further protect development confidentiality and prevent misuse, Division prohibits access to the Software by:
Developers, staff, contractors, or affiliates of game publishers associated with Rust, Arc Raiders, Fortnite, Apex Legends, DayZ, or Dead by Daylight
All anti-cheat vendors and their employees, agents, investigators, or affiliates
Individuals acting in investigative, auditing, or security-research capacities
Anyone located in or accessing the Software from Sweden
Users must certify they are not prohibited parties as a condition of use.
10. PURPOSE OF THE SOFTWARE
Division creates Software solely for:
Lawful personal experimentation
External UI-level modification
Non-invasive enhancement tools
Division does not encourage or endorse the misuse of Software to violate game Terms of Service or third-party agreements.
11. LIMITATION OF STATEMENT
This Statement:
Does not confer any rights to Users
Does not alter Division’s Terms of Service, EULA, or Privacy Policy
Exists solely to clarify Division’s development methodology
If any conflict arises between this Statement and other Division policies, the Terms of Service and EULA control.