(Not that I know this particular product, but) it's not necessarily snake-oil, any more than a steering-wheel lock is. Disincentivizing hacking has actual dollars-and-cents ROI for a game company even if hacking isn't completely eliminated. The fewer players left who are interested in spending serious time to break the game, the more resources can be dedicated to finding/stopping each individual one.
> And building artificial examples would involve building, say, at least half of a game engine
You could take an existing FOSS game engine, and alter it to have a particular vulnerability, so as to explain how such a vulnerability would then be found and exploited in the resulting product.
> And building artificial examples would involve building, say, at least half of a game engine
You could take an existing FOSS game engine, and alter it to have a particular vulnerability, so as to explain how such a vulnerability would then be found and exploited in the resulting product.