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.
Wait... stolen or purchased illegally?
There's a difference, isn't there?
There are *tons* of companies that get ripped off by this exact same thing (I work for one of them). The transaction goes through, and then *after* the person the card is stolen from finds out hours or maybe days later, a chargeback is issued and the steam keys are already long gone. You could try to put a 3 day waiting time or something on redeeming your keys but that is obviously incredibly user hostile and nobody would put up with it.
I don't know about that. I got a nice email from my bank that someone had made a suspicious charge at a grocery store not too far from where I live. It said not to worry about it, and that they were investigating. I called the number on my card, and their security team did confirm they sent the email. They asked me to confirm a few charges I recently made as valid or not valid. A few weeks later, I got a letter in the mail that said they completed their investigation, and the entire charge was now void. I would not be responsible for it.
So...maybe your bank just sucks ass.
I worked for a company that had similar scam problems. These scammers are able to pull off these scams at absolutely massive scale and they've been doing it for years against everyone and anyone. They find any little rinky dink offer and exploit the living crap out of it. They have so much talent that you wonder why they don't conduct actual legitimate business.
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.
Why not have face to face stores then? It is much harder to steal from someone when you are looking them in the eye.
Time is what keeps everything from happening all at once.
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.