Accounts
Your Agent ID
Every player has an Agent ID: a name you pick, and a short tag that travels with it. It is what the scoreboard shows, what a teammate reads out, and the one part of your account that is meant to be shared. What proves the account is yours is a separate thing, and it never leaves your machine.
Agent ID
Viper#7KM3
The half everyone sees. Say it out loud, post it, put it in a clip.
Signing key
On this machine
The half that authorises your account. Not shown anywhere, not sent anywhere.
Naming you and authorising you are two different jobs, so they are two different things: a handle you are free to hand out, and a key you never have to.
The name is yours
Names are claimed first come, first served. Once yours is claimed, no other player on the service can be called it — so the name on the scoreboard is a name that means one person.
The tag stays put
The tag is the steady half of your handle. It is short enough to say out loud and short enough to type from memory, and the characters people misread for one another are kept out of it — so a handle read off a screen is a handle that types correctly the first time.
Both halves are public
Your Agent ID is meant to travel. It is on the scoreboard, in the kill feed and on your ID card, and it is safe in all three places: it says who you are and it authorises nothing.
Two questions, answered separately
An identifier answers who is this. A credential answers can they prove it. Those are different questions, and in Breach Protocol they are answered by different things — which is why knowing one of them tells you nothing about the other.
| What it is | Where it lives | What it does |
|---|---|---|
| Your Agent ID | On screen, in every match you play, and anywhere you choose to post it. | Names you. It is how a friend finds you, how a report says who it is about, and how the scoreboard tells two players apart. |
| Your signing key | On the machine that made it, in a file of its own, and nowhere else. | Authorises. Anything that acts on your account is accepted because it carries a signature only that key can make. |
What actually crosses the network
When your game asks the service to do something on your account, it signs the exact bytes it is about to send. What travels is the message, the signature over it, and — once, the first time your machine registers — the public half of the key. The private half stays on the device: there is no screen that displays it, no setting that exports it, and no message that carries it. The service checks the signature; it never has to be told a secret, so there is never a moment where one is in flight.
Where the cover starts, stated plainly
An account is covered from the first time your machine runs a build with signing and registers its key. Until it has, there is nothing on file for a signature to be checked against, and the account is in the state every account was in before the service existed. Launching the current build is what puts a key on file, and it is worth doing early rather than eventually. The in-game updater will bring you to it.
Your record follows you
Your career, your inventory and your loadouts are held for you, so a new machine picks up where the last one left off.
Restoring asks both questions
Your Agent ID says which account to bring back. A signature from your key says the request is actually yours. Neither one does the other's job, and neither one is enough on its own — which is exactly why the handle being public costs you nothing.
Held in a form the service cannot read
The copy is encrypted on your machine before it is sent, using a key derived from the private half that never leaves it. What the service holds is ciphertext, and it holds nothing that turns that back into your save.
What is never on show
Listed so the commitment is on the record and can be checked against the game rather than taken on trust.
Your account's internal identifier
The string your account is filed under is not player-facing. It is not printed in the interface, not sent to another player, and not attached to a bug report. What goes between players is the handle.
The private half of your key
It is written once, on your machine, and read only there. Nothing in the game displays it, exports it or transmits it, and the service has never held a copy to lose.
Any of it, on this website
There is no player lookup here and no player data published here of any kind. That is a deliberate decision with its own page, and it is written down rather than assumed.
Related: why there is no public stats lookup, and what the game itself can see — including the part encryption does not fix.