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Copy file name to clipboardExpand all lines: .env.sample
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@@ -23,6 +23,7 @@ DROIDGROUND_START_SERVICE_DISABLED=false # Feature enabled by default if not set
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DROIDGROUND_TERMINAL_DISABLED=false# Feature enabled by default if not set otherwise
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DROIDGROUND_RESET_DISABLED=false# Feature enabled by default if not set otherwise
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DROIDGROUND_EXPLOIT_APP_DURATION=10# The time (in seconds) the exploit app will be active before the target app is restarted. This field makes sense only if the App Manager is enabled. Default value is 10
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DROIDGROUND_EXPLOIT_APP_MAX_SIZE=50# The max size (in MB) of the exploit app. This field makes sense only if the App Manager is enabled. Default value is 50
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DROIDGROUND_NUM_TEAMS=0# Number of teams playing, this enables the usage of team-based tokens/keys to lock down the usage of installed apps and log servers
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DROIDGROUND_TEAM_TOKEN_1=RANDOMSTRING# Token for team #1, this only makes sense if DROIDGROUND_NUM_TEAMS is higher than 0. If a team token is not explicitly defined it'll be randomly generated on boot and present in the output logs
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DROIDGROUND_IP_STATIC=192.168.1.1# Shows a static IP address in the Exploit Server page, this takes precedence over DROIDGROUND_IP_IFACE
In traditional **CTF challenges**, it's common to hide flags in files on a system, requiring attackers to exploit vulnerabilities to retrieve them. However, in the Android world, this approach doesn't work well. APK files are easily downloadable and reversible, so **placing a flag on the device usually makes it trivial** to extract using static analysis or emulator tricks. This severely limits the ability to create realistic, runtime-focused challenges.
@@ -104,6 +107,7 @@ The `.env.sample` file in the root directory is a good starting point. This is t
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