Indie Dev TinyBuild Lost $450K To Fraudulent Sales Facilitated By G2A (pastemagazine.com)
An anonymous reader quotes a report from Paste Magazine: Indie developer TinyBuild, the studio behind Punch Club, Party Hard and SpeedRunners, had thousands of their game codes stolen through fraudulent credit card purchases, which then wound up on G2A.com, a site that allows people to resell game codes. The basic idea behind G2A is straightforward and pretty harmless: with the amount of game codes sold through Steam, the Humble Store/Bundle, and more, the site gives consumers a place to sell unwanted game codes. However, in doing so, G2A has created a huge black market for game codes sales. As TinyBuild described in their blog post on the matter, the common practice for scammers is to "get ahold of a database of stolen credit cards on the dark web. Go to a bundle/3rd party key reseller and buy a ton of game keys. Put them up onto G2A and sell them at half the retail price." This allows scammers to make thousands of dollars while preventing any profit from reaching the game developers because, once the stolen credit cards are processed, the payments will be denied. G2A states that TinyBuild's retail partners are the ones selling the codes on G2A, not scammers, despite the thousands of codes they lost through their online store to fraudulent credit card purchases. In 2011, TinyBuild was in the news for uploading their own game, a platformer called No Time To Explain, to the Pirate Bay.
I mean, they are the ones handing out game codes without waiting for confirmation that the credit cards being used to buy them are in fact authentic. I think they're full of shit. Everyone else apparently can process credit card payments properly, waiting for the bank to give them the OK before giving out the codes. Apparently only these guys manage to get ripped off in an age where everyone accepts online payments/activation.
Seven puppies were harmed during the making of this post.
Wait... stolen or purchased illegally?
There's a difference, isn't there?
nt
And I want the pirate bay version now :). While we're on the subject what ever happened with Green Man Gaming and those gog Witcher 3 keys?
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As a mid-tier indie Game Dev, with two titles on Steam, the key system is something I've never quite understood.
It is a hold-over from box copy days. The box industry is still around in the third world, but outside of those few select counties why do keys still exist?
My publisher hands out about five figures worth of keys to about 6 different legit places. After a year, hundreds of "retailers" have my game, all selling them for under Steam price. (Well under discount margin too.)
Leaving out the credit card scamming. Someone can just purchase keys in Yuan or Bhat's or Rupiahs for 40-50% (Or more if the game is discounted) and resell them for 25% less than the steam price. Luckily they closed off Russian keys from being used by anyone but Russians.
On top of this, Steam makes no money on keys. Zero. It's just a distro lock for them.
The key system needs to be done away with. Replace it with an API that legit and official stores can use to grant users copies of games. Extend this API into the client for "gifting." If steam wants, charge a tiny fee for each API transaction from a vendor. More money in their pockets and the system doesn't really change. Allow ownership of multiple copies of a title and allow you to transfer these to other users (But you must always keep 1 copy.) This will allow bundles to still function as they did. If they just did that, it would close up the key black market and make everyone more money. (Except the folks buying on these black markets of course.)
But knowing Steam. This won't ever happen. Hell I can't even send out an update without having 50-100 people having corrupt files issues which file verification doesn't fix. I hate telling people to uninstall my product (and reinstalling) to fix their problems.
since most merchant processors require delivery of goods to be prompt. The best bet here would be to verify the 3/4 digit code on the Card and the billing address and (if you're not in North America) do "3D Secure". The trouble with this is it makes the transaction harder on legitimate purchasers.
What worries me is the possibility that G2A is making most of their sales off this. I honestly don't know, and I'm not sure how you could prove it. These key reseller sites always struck me as a little dodgy though so I've steered clear in the past. I'd rather pay an extra $5 bucks and get it from a site I know/trust. Heck, I don't even shop at GMG anymore because of the shady goings on with the Witcher 3...
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On the Guild Wars 2 forums, it turned out a player had purchased the Heart of Thorns expansion from G2A and their account was suspended. Later they found out the serial they purchased was obtained through a fraudulent credit card purchase. The player's account was reinstated but access to what they purchased was removed.
https://forum-en.guildwars2.com/forum/support/support/Guildwars-2-Account-Suspended-I-need-help/first#post6210373 [Guild Wars 2 forums]
So it seems G2A has a hand in defrauding multiple game companies
No Time To Explain, to the Pirate Bay.
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Use Ed Snowden's Tails. You can run but you can't hide.
G2A has created a huge black market for game codes sales
There is no huge market for game codes on Tor. What a bullshit story. Run Tails in a VM as a live CD and go look on Tor yourselves. The link above for 1.4.1 is the only safe way to use Tor unless you know what you are doing.
Since when did "selling stolen property" become legal???
I work for the Department of Redundancy Department.
... should be the correct title.
In the current open payment environment TinyBuild should have considered building a system where they can revoke codes/accounts based upon their purchase information.
In other news, the entire entertainment industry has lost more money than the GDP of the nations they sell their products to.
Well, I've been a G2A customer for about a year, using it for Windows 8 licenses, antivirus licenses, Steam games, and a few other things.
Their "how do we do this" stuff always seemed a bit fishy but none of the license keys I bought has ever had any issues. I assumed it was legit or it would have been shutdown by now.
But now I see how G2A is able to stay hands off far enough to say it's not their fault, the same way pawn shops avoid being responsible for stolen goods that they end up reselling. I mean it's totally not the shop's fault if the entire neighborhood is being burgled for pawnable stuff. /s
Why are they/we all still using this sort of software key model? Why not do more authentication of purchases and tie them to email addresses or some other thing that can't be resold?
Sig for hire.
Credit card fraud is ONLY the vendor's problem. On a fraudulent transaction the bank removes the money from the vendor's account, charges them a "chargeback fee" of $40-$50 and notifies the vendor after the fact. The vendor has no practical recourse. The credit card company APPROVES the transaction in advance, but if they change their mind, again no recourse.
If the charge is cancelled by the bank, just cancel the validity of the code as well.
The only problem is that they probably didn't design their code system to allow this, but that's their own fault.
It's not rocket science.
In such a scheme as described there are two ways :
1) ream the end buyer and get it hostile to BOTH G2A and tinybuild because let us get real end buyer would also be unhappy with the developer
2) do what they did and eat the loss knowing this would be better PR rather than remove keys.
Frankly in their position I would do the same, and make sure the PR is out that they did not remove the keys from the end user.... Which is exactly what they did since we are getting them on slashdot and other outfit. That would be a positive points for them and if in the future they develop something it may makes me and other more interrested into supporting them. I would not be surprised if they are right now getting a slight surge in sales.
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It should be noted that the dev is assuming that the keys were sold on G2A with no proof. The only claimed proof is purely based on coincidental listing timing, but that could be due to several factors.
Also G2A offered to work with the dev, if they could provide examples of the allegedly stolen keys, and agree to revoke the keys (Which will drop teh devs sales figure). Instead the dev chose to write a blog post accusing G2A of criminal activity (Facilitating the sale of stolen goods).
Instead the problem here is that the dev failed to link keys to transactions, such that they could revoke keys that were subject to charge backs. This is the equivalent of accepting a promise to pay for goods, delivering those goods, and then blaming ebay because those goods were sold on to other people after the original seller fails to follow through on teh original payment.
The only failure here is the devs in providing safeguards against credit card fraud. But they sure do like getting a cheap shot in at 3rd parties that they don't like for other reasons.
Rule #1 if you're a startup (i.e. you don't have huge amounts of cash): don't be a bank in *any* way. That means, don't give out *anything* of value without *immediately* receiving cash for it. That's not a new rule. It has been like that forever. Because any such liability is uncontrollable and can catapult you out of business if it goes wrong.
That means your game codes should not work if the CC transaction was unsuccessful.
Sounds like these companies need to implement the game code equivalent of CRLs.
TinyBuild lost nothing since nothing was stolen. At least that is what I am repeatedly by people on here when they try to justify not paying people for their work (movies or music).
So which is it? Either TinyBuild lost money because people are using games they haven't paid for or they haven't lost money because nothing was stolen. You can't have it both ways.
We will bankrupt ourselves in the vain search for absolute security. -- Dwight D. Eisenhower
For a second I thought the genius was involved