This headline feels like a trap. Yes, Valve is the arbiter of what passes through the Steam store. Part of that involves checking for malware which, while their record isn’t flawless, they’ve let very little of it through given the sheer volume of games published to Steam every year. The consequences were terrible here, and I hope that can be rectified somehow. But the implication of this is that Valve makes this sort of error all the time through their “incompetence”, which they don’t, and the point of phrasing it this way seems to be to call anyone stating otherwise some kind of defender of a multibillion dollar company. It seems like a far better use of everyone’s time to be mad at the scammer here. Supporting and profiting from child gambling via Counter-Strike is a much better reason to be mad at Valve than the mistakes or other gaps in their vetting process that will be slightly tighter as a result of this mishap.
Well since Steam provide absolutely zero details about their scanning process (or even if it exists), seems like conversely people are making a lot of really complementary assumptions about Steam, no?
This is certainly not the first malware distributed by Steam - this is in fact the fourth publicly-known instance just this year.
Seems like they need to step up their game if you ask me.
Reporting from outside sources has covered what Steam’s vetting process is. They check to see if the game runs, if it has the features that the publishers/developers claim it has on the side bar, and they check for malware. Often times this is outsourced, but the buck does stop with Valve. The thing with any security measure though is that anything can be circumvented, and preventing the same vector of attack in the future is an arms race. And another way to read what you said about how many instances of malware there are is that it affects 0.02% of games released this year so far, and they’re not the games that customers are most likely to buy in the first place like your Borderlands or Battlefields.
Almost 14 thousand games released this year on steam. You could say malware is 100x more likely than the 4 publicly known instances you mention and that’s still not even 3% of games released. Steam is responsible but I don’t know how you expect them to get that down 0% besides manually reviewing game code line by line, which would probably destroy the platform. Don’t let perfection be the enemy of good
Good it is not when the recommendation from security experts and reporters is to avoid any Steam games with low numbers of installs / reviews and betas from small companies. That’s where we’re at now.
Nobody reviews game code, as game code is not supplied, only binaries with their relevant resources. There are many security providers that would be able to provide better service that whatever Valve is doing - but who knows, because they keep tight-lipped about it every time there’s an issue, and just patiently await their defenders to hand-wave any concerns.
Lmao well I don’t know what you want. If you want your PC to be secure, don’t use the Internet. You can’t expect every piece of software you come across to be perfectly vetted. In an ideal world sure everything would be foss and peer reviewed but that sure as hell ain’t the world we live in.
It’s not sarcastic. That’s exactly how most of these platforms work behind the scenes. They run automated, dynamic and static analysis against all the app code looking for potentially harmful signatures.
Pretty sure Steam already does that. And no automated (or even manual) analysis is going to be 100% foolproof, or we wouldn’t be worrying about supply chain attacks in Linux. So that puts us back at square one.
Yeah that’s literally what I said. Seems like the previous guy didn’t understand that. I don’t know why anyone would downvote me for just explaining how it works.
I think because in the context of the discussion, you’re (probably unintentionally?) making it sound like Steam is at fault for not catching the malware.
I mean that’s explicitly what the document above says. They call it a colossal failure of valve to allow such incredibly brazen and malware to exist on their store. If you read the forensic analysis, the writers definitely are very much blaming valve for the breach.
I mean it’s a pretty technical deep dive and they actually managed to uncover the bad guys and are willing to work with law enforcement to help see Justice done. Not exactly sure how you think they are dumb.
You can be smart on some stuff and dumb in others. Their dumb take was on somehow deciding valve was responsible without providing any sort of logical reasoning.
That’s not analyzing the code. Also almost assuredly steam does that. Finally that wouldn’t catch this since it was a back door, as long as the attacker didn’t use it it would not be detected by any automated means.
That’s called cloaking and you are right that it’s not easy to find which is why you have to trip the payload with varied approaches. Reverse engineers generally are tipped off by suspicious code artifacts then start diving in. I guess the lesson here is that people really overestimated steam’s capabilities at keeping out bad stuff and you should definitely never install any game that you’re not familiar with.
Dumb take. There are many ways to scan software without needing access to the source code.
Do you think retail antivirus providers approach every developer of every program version to request a copy of their source code for review before they can verify it’d safe?
Steam could easily gave automation the installs and runs games in a sandbox. Then watches what they do. The things it needed to do to steal the crypto should be vastly different than what a game should be allowed to do.
This isn’t foolproof. A lot of malware these days is resistant to analysis because they can detect that they’re running in a sandbox and refuse to run the malicioua code.
I chose not to spell out the full test. The fact is, valve could do it. It is just somewhat expensive. Make a law that game distributors are liable for losses if they distribute malware and you would see how well they could do it.
I didn’t say it was easy. The fact is, valve could do it. It is just somewhat expensive. Make a law that game distributors are liable for losses if they distribute malware and you would see how well they could do it.
I believe you said it was easy in the first sentence of the comment I replied to, though maybe I am reading it wrong and you are speaking on something else.
Nevertheless, they surely have the money to make some type of sandboxed environment for us to run games in, but I can also see why they haven’t since they have so many other things in the works right now and I believe they famously don’t have that many employees (they could hire more, but that could ruin their workflow, etc, not sure). Still, I would like to see this somewhere in the future so I can be a bit more carefree when running less known games.
Maybe this is something that operating systems need to do for us though, I don’t know. Xbox can do it because Windows/HyperV allow it to, but they are created by the same company so the lines are blurred a bit. Not to mention use cases for PC gaming are much wider in scope, so the sandbox environment would have a lot more things to consider (probably).
Anyways I still think this would be sorta far fetched, but I can dream it will soon exist.
Not sure how I feel about making software distributors liable for the malware (it would make any smaller stores go out of business straight away for sure).
You are right I did say easy. In my head I meant that valve pay for it and such, not that it was technically easy. But what I typed didn’t line up.
And as far as sandboxing, I wasn’t really thinking vm sandboxing, I was thinking they could litterally take a whole pc, run the game and see what it does. I assume they could probably do that in a less labor intensive way like run it in the cloud and watch for the process to try to detect that as well. All in all I was thinking more testing env, and not end user changes. Cause yeah, end user support for isolating processes should be on the OS.
But in general, they should do a better job vetting publishers and ensuring those publishers can be held accountable. That is hard to do without blocking out the smaller publishers, but I have faith that if they put a few minds to it, they could figure it out. Probably could contract out the planning part to some experts so they wouldn’t have to perm hire a lot. Might even be able to contract out the vetting so they could pass the liability on.
A crazy thought just hit me. Something like fdic insurance. Won’t happen with this admin in the US, but if the gov setup the vetting guidelines, they could insure the vetters for damages if they followed the guidelines. That would spur vetters into existence that valve and others could then contract. Pipe dream I am sure.
There are so many ways malware could get through that. What if it waits for a specific date or a certain amount of progress in the game? This automated sandbox probably wouldn’t be smart enough to beat the game, certainly not with as many games as they have.
I chose not to spell out the full test. The fact is, valve could do it. It is just somewhat expensive. Make a law that game distributors are liable for losses if they distribute malware and you would see how well they could do it.
It had a password protected zip file in an update that hid the payload. That is pretty damn basic and would not have gotten past any retail antivirus program’s heuristic detection.
Chances are that Valve is treated as a ‘trusted publisher’ by Microsoft Defender and thus it bypassed the scan. The malware even payload explicitly checks that no retail antivirus was installed, and that Microsoft Defender was active, prior to attempting to extract and run its payload.
(See comments above from other users for explicit details regarding the malware)
Password protected zip file is also a way to deliver content an indie dev might use to lock content, so that on its own is not enough, but also the “payload” was connecting to a remote server, which is not indication of bad behavior, lots of games connect to remote servers and receive commands from there, e.g. event X starts now, or something. Except in this case it allowed a reverse shell.
Citation please for any indie dev using passworded zip files to lock game content. That would be a pretty dumb approach given all retail security suites / antiviruses will flag a password-protected archive as suspect by default (because they’re so commonly used in the past to distribute malware).
Thanks for the effort digging. This does not actually point out any game doing it in particular though, and it’s actually a perfect example of a working antivirus picking up a suspect file (a password protected archive) in a game’s install tree.
This is from Aug 2024 and could even be from one of the games that distributed malware. Its absolutely something that Steam should be blocking/flagging for manual review, and a huge red flag that any developer would use this as a tool for distributing their game content.
How is a password protected zip file different from an encrypted blob? And a quick Google will show you dozens of devs asking how to do this in different engines, because it’s a very simple way to delay access to something, it won’t be permanent, but it can allow you to do stuff like pre-loading that game/DLC and activate them remotely.
The difference is that passworded zip files are used to distribute malware regularly. For a few reasons such as they’re very simple to use (malware creators are often lazy) and they can be generally be unpacked with preinstalled libraries or programs on the OS. A random encrypted file will require a DLL or runtime that can unpack the blob, and antivirus engines find that kind of stuff packaged together very sus.
Malware creation and detection are billion dollar industries playing an eternal cat and mouse game with each other. These programs don’t just instantly try to steal every file the second they run.
I am decently versed in the game of cat and mouse. The fact is, valve could do it. It is just somewhat expensive. Make a law that game distributors are liable for losses if they distribute malware and you would see how well they could do it.
It really isn’t. Scanning code for vulnerabilities should be at a very high standard for the dominant and most wealthy game platform on Earth.
Very standard practice for malicious software scanning is to install the program in a virtual environment and then monitor its processes to see if it’s performing malicious activities: eg keylogging while a background process (eg alt-tabbed), or if it interacts with browser data (trying to get saved auth cookies or saved account info), running searches for strings that are common for crypto wallets, etc.
Its entirely possible that Steam has dropped the ball in a big way here.
I can only imagine the animosity in the comments if it was from a game on the Epic store or Ubisoft UPlay…
Its also trivial for apps detecting any trivial attempts at scanning if they’re running in a VM to be detected, and masked.
Those are also valid concerns, but in an environment where admin rights are granted to games installers the vendor of the games (Steam) needs to adopt a highly curated and protective stance. To this date they provide zero details of their protection - their entire FAQ on malware on their store boils down to ‘if you find malware, please flag it on the store page for us to investigate’.
If anyone is gonna claim the steam store is highly curated… I’d point out to them that a very large amount of their store is shovelware asset flips with very few purchases and installs. There are over 150,000 games on Steam, and tens of thousands of them would fall into that category.
And it is very easy to detect you’re in a virtual environment and not do those things, or have a date to trigger the changes or something. The game had been out for a while when this happened without any issues. I just dug a little bit and it was opening a back door apparently, so as long as the attacker did nothing at that time it would have been impossible to detect. You had to know that it was malicious to look for it, then it was quite obvious, but with Valve needing to vet millions of games it’s not feasible to do a full scan of every update of every game.
No automated scan would have captured this, only a paid professional dedicating some time would (and only because this was an obvious attempt, a more subtle one would go unnoticed even by an expert) and that is not feasible.
It literally contained a known version StealC malware in its payload, and had basic python scripting with the Telegram bot code and access tokens left visible to researchers (very bad OSINT). This was not sophisticated scripting, nor novel malware, just some script kid that sourced the whole setup on Telegram. The malware would easily have been captured by a competent security company’s automated scanner.
There are so many ways to bypass what you describe, in addition to it not working for games with kernel anti-cheat etc.
The real issue is all desktop OSes deciding everything should be allowed to access everything. Why is a game able to access your crypto wallet by default, without any permission required? Why can a fake pdf access browser cookies? This has been solved on phones for years.
And there are so many ways to detect the bypasses. It’s an arms race, and the most profitable games store of all time should really have a cutting edge system to deal with it is all I said.
Windows should have better security too, but the two thoughts can be held in the mind at the same time.
Well, I just disagree with you. IMO, they are a game distribution company, not a security company. I don’t see this as their job and I am not willing to pay more for games to have some far from perfect behavior scanning.
PS: That is not to say Steam should do nothing, just not behavior analysis, which is an unnecessarily difficult and expensive measure to implement and operate.
Who said you need to pay more for games? Steam already takes thirty percent of sales (for the vast majority of sales), they are a $10b+ game distribution company… They’re worth more than several leading security/antivirus companies combined.
I just don’t understand the mindset people get around Steam. They are a business that makes a fortune distributing games, run by a billionaire - they are not a little indie company struggling under the weight of their success.
And I don’t get the mindset of large company should do things for free. Valve is using the 30% to distribute games, provide backups for saves, run steam workshop, make games playable on Linux, creating the steam framework for games, and more. And of course keeps some of it as profit. Being a large company does not give you infinite resources. If they invest massive effort into some behavior analysis stuff, either they increase prices or cut something else they are doing.
All they’re expected to do is pay for upstream providers to scan their submissions (eg third party security providers), no need to hire new staff. This is the fourth instance publicized this year! They should communicate regarding issues like OPs - but like usual, it’s crickets.
If this is really just 4th instance this year, then it would be significantly cheaper to just reimburse the ~120k then to do what you are suggesting. Besides, a third party provider will hardly deliver a cutting edge scan for games.
Most importantly, whether they pay their own employees or a third party provider, the result is the same. Either prices go up or cost cutting happens elsewhere.
Steam does scan for malware, which is why this is news. It’s notable that a game got through that was malware. You haven’t heard about other stores because it’s not worth the effort in targeting them. I wouldn’t be surprised to learn that most stores use the same vendor for malware scanning.
It is to a very high standard. There’s been 14k games released this year alone which would be a .01% miss rate for malware games. If you compare against all games to account for updates that add malware after submission it’s basically 0 at .000001%
At this point people should not keep substantial amounts of crypto on their main PC anymore. Either get a hardware wallet or an old smartphone or other device to dedicate to that purpose and not install anything else on it.
You get that your phone is a PC right? You’re no more secure if you just do it on your phone.
Your security from banking comes from the fact that the industry is regulated and has fraud protection. Crypto is just as wild west of anything goes nonsense.
Sure. I could also limit myself to doing it on a separate machine or a VM that has different credentials than my usual PC.
But my phone is more convenient :)
That wouldn’t protect you either since the risk is fraud not anything digital. None of this would have been able to happen had people not been able to get fraudulent software on his computer. If they can get software on computers that can take malicious actions, then even having it on a virtual machine won’t help you since it still needs to be connected to the internet to be useful.
An active antivirus system would have prevented this. Windows built-in antivirus system is horse dung. I’m pretty sure even the free tier of malware bites would have dealt with this.
If that’s what’s available I will argue it’s still a better option, because it’s isolated. You can make transactions with QR codes and do nothing with the device except run the wallet app, which removes most options for an attacker, including some that could work on a hardware wallet (ie. more complex transactions where it doesn’t display enough info about what is happening to know not to approve it).
They were contacted by an unknown person who requested they play their video game demo (downloadable from Steam). In exchange for RastaLand playing their video game demo on stream, they would financially compensate them.
Unfortunately, it’s extraordinarily easy to hide malware in any application that is expected to have online components, because you can add the malicious, “staged” malware after install. Also, depending on what the code is doing, it may not even appear malicious to malware scanners.
Crypto-stealers often don’t even need to elevate privileges or access system components or create backdoors in order to operate, they’re just sending info out, so from a behavioral perspective they often don’t really “act” maliciously.
Sadly, this is less about Valve not preventing something, and more about someone falling for targeted phishing.
Edit: Looking through the tweets, the only references to it being malicious all appeared within the past day, and the claims of the dev being compromised within the last week, so I’d guess the game was updated with malicious components in the last couple days.
The thing is, Valve could go back to their old model where they review and approve 100% of new games on Steam. It would be significantly more expensive than it used to be for them, but they have more than enough money to staff a team for this process. They could do this, and they would still be plenty profitable. They just choose not to because they have no financial reason to do so, and they would rather keep that extra money as profit. Unfortunately, their choice to leave Steam as an unmoderated hell scape has had real consequences in the real world on real people.
While this would be nice, it’s not that hard to design malware that hides itself in certain environments. It’s actually extremely common for more advanced malware to disable itself in sandboxes, for example.
For other reasons, that might be nice though. It at least enforces some level of quality and playability.
They already scan all submitted games with malware scanners. Manual approval wouldn’t be any different, they weren’t doing binary analysis or source code review before. Their AV scanners back then would have given them the same result as their AV scanners now.
that’s fair! maybe I am overestimating, IDK. I just think that if such a process still existed, the approval process would be lengthy enough that people wouldn’t even bother with trying to sneak by malware submissions.
This would be expensive, time consuming, and utterly useless.
Automated scans are going to be just as useful, if not more useful, than manual auditing. Not to mention, manual auditing is useless in 99% of cases unless you’re also submitting source code. And even then, if you offer any sort of streaming of assets, you can simply not turn on the exploit download until after the review process. That isn’t even mentioning the issues with uploading source code.
This simply isn’t an issue you can throw money or manpower at. Really, users need to be more educated, which is something valve can do.
I don’t think it’s such a direct lesson since it could’ve been other financial information on there. Instead of a crypto key, the game could’ve installed a keylogger that read the player’s banking password later.
It’s more of a general warning that Steam games are not necessarily safe.
Well, with my banking login the scammer could look at my balance and my poor spending habits. To withdraw/transfer they would need a TAN as well and therefore my banking card. Good luck getting hold of that with malware ¯_(ツ)_/¯
Ho est to God, this is a PR slam dunk if they do that. They get to write if the pay out as a donation to charity for tax purposes, get the lime light of them doing something generous for a cancer patient, and can show that they take the few breeches of their malware.qall seriously. Hell they could probably double the pay out and they wouldn’t even notice the loss.
Incentives. If valve did this, the expectation would be for them to cover any and all future breaches. They don’t have the capability of detecting and preventing all attempts, and this would incentivise a wave of new malicious programs. Because hey, if you get one into the store, you can now steal a million bucks from your own sockpuppet account, and valve will cover it.
People keep saying $32k was stolen by malware. No, that did not happen. Malware did not reach into someone’s bank account and withdrew $32k. Here is a simple fact. Crypto is not money. If your brain says something like “it works just like money, or it’s worth just as much as money so it’s basically money” then you’re most likely to get scammed at sometime in the future by putting your actual real money into crypto. It’s that simple.
Isnt the difference that money is valued against something tangible. Like gold, oil or data. The strength of a countries currency is based on how much of these things it has.
Whereas crypto isn’t valued against anything other than thoughts and prayers. If people think it has value then it has value. Until people no longer think it does, at which point it tanks and you are no longer rich. It’s the same as those NFTs.
Sure you can make money in crypto, you can exchange it for traditional money if you play the game well. But that doesnt mean crypto has any inherent value.
in that case money itself is tangible and can be valued against itself. You are confusing exchange value and use value. Money has an exchange value, so does gold, oil or any other commodity. But unlike money they also have a use value.
Most currencies today are fiat currency. They only got value because they are the official currency of a nation and their government says so and people have the belief it has value. The US dollar used to be backed by gold but was stopped in the 70’s.
1 USD is worth 1 USD because you can pay 1 USD of taxes. It is backed by political promises, oil, weapons and war. This can’t end well.
Crypto means cryptography. Cryptocurrencies are a variety of things from stablecoin (digital token backed by fiat money often by a private company ), company shares, community projects, scams, scams, ponzi, scams, cool technical experiments and technically bad experiment. In the other hand there is Bitcoin (and Monero to some extent) that is owned by humanity, no foundation, no company, no state. It is backed by a proof of past energy brining the most innovative security system in the history of IT, not based on restricted access and opacity but by economical incentive to play fair with others in a big game theory peer-to-peer network.
Bitcoin is not the money of the internet. It’s the internet of money.
Trust and regulations that are lacking in crypto make it what it is. If a collective of people are willing to offer something in exchange for something else, even just because it is a crowdsourced confidence scam, it doesn’t really ethically exonerate what you are supporting. Every person who participates in crypto is also holding up its underground international market. It was bad enough under normal markets, but the difference is between night and day with crypto. Crypto is far too easy to turn into a bunch of excuses and anonymous pseudonyms.
Only because the trade power of US dollars is like 10000madeupbagillionzillioninternetnumber0000 order of magnitude more. Talk in fractions. Preferably in not also made up ones. I know, I know, crypto habits die hard.
Trust and regulations that are lacking in crypto make it what it is. If a collective of people are willing to offer something in exchange for something else, even just because it is a crowdsourced confidence scam, it doesn’t really ethically exonerate what you are supporting. Every person who participates in crypto is also holding up its underground international market. It was bad enough under normal markets, but the difference is between night and day with crypto. Crypto is far too easy to turn into a bunch of excuses and anonymous pseudonyms.
Do the majority of locations that offer goods and services accept USDC in it’s designated region? Can you buy groceries at basically anywhere with it, watch a movie, pay for a gym subscription etc with it? Can you buy a home or other shelter with it?
If no, then no, I don’t, since it didn’t meet that criteria.
Edit: also, what’s the point of USDC, at least based on your description? Sounds it’s just using more resources to do the same thing a debt card does.
By that definition the Argentinian Peso is not money because it’s not stable, nor is the dollar since the majority of stores in the world don’t accept it (mostly just the ones in the USA do, and a couple of others here and there, but definitely not the majority worldwide). And if you’re going to start randomly limiting locations, I’m fairly confident you can find a specific neighborhood or city where more stores accept Bitcoin than dollars, and worldwide I’m fairly confident more stores accept Bitcoin than Tuvaluan dollar, does that mean that that is not money?
You crypto heads always bring up the Argentinian Peso even though it’s still actually more stable than even Bitcoin. People aren’t buying Argentinian Pesos thinking they might become rich one day, because it’s an actual currency, not a speculative asset, which is what crypto is. It won’t spike in value over 3 months or dive off a cliff by multitudes of thousands. I guess if you’re a 300 year old vampire or a Galapagos tortoise it’s not stable to you, but a currency having a crash but then staying at a crashed value, over the course of decades, is in fact stability. Having crashes and spikes over months if not weeks is not stability.
But ignoring that, most of the world does actually accept US dollars - it’s the most traded currency in the world. It’s also safe to say in nearly every country you can probably exchange USD to the local currency fairly easily.
If you can find me a city where more stores accept Bitcoin rather than the designated currency, then sure. I’m not sure a single one exists.
And that’s bitcoin, which actually is well known and traded. What the person in the article lost wasn’t even that, not any other well known crypto like Ethereum.
You crypto heads always bring up the Argentinian Peso even though it’s still actually more stable than even Bitcoin.
I bought the Argentinian Peso because I am Argentinian, and lived through the devaluation of our currency, and the Patacones and Corralito, maybe because you haven’t experienced something similar you don’t understand just how much of “money” is based on trust.
People aren’t buying Argentinian Pesos thinking they might become rich one day, because it’s an actual currency, not a speculative asset, which is what crypto is.
You can speculate with anything, the fact that people speculate with crypto has no bearing on it being money or not. Also you might be unaware but people do speculate with dollars/pesos in Argentina, that does not disqualify either of those as money.
But ignoring that, most of the world does actually accept US dollars
No, you’re wrong, outside of Argentina and the US (and a few tourist heavy places) I have never seen stores that accept dollars. This is a misconception Americans have, dollars are not accepted worldwide, you need to exchange it for the location currency, just like how trying to pay for stuff in the USA with Euros or Reais would not work.
it’s the most traded currency in the world.
Bitcoin is more traded than some small countries currency, if that mattered then Bitcoin would be more of a currency than that one.
It’s also safe to say in nearly every country you can probably exchange USD to the local currency fairly easily.
Also possible to exchange Bitcoin, that has no bearing.
If you can find me a city where more stores accept Bitcoin rather than the designated currency, then sure. I’m not sure a single one exists.
Than the designated currency no, but than a specific currency absolutely, I’m 99% sure every city I’ve lived for the past 5 years has more places that accept Bitcoin than Argentinian Peso.
And that’s bitcoin, which actually is well known and traded. What the person in the article lost wasn’t even that, not any other well known crypto like Ethereum.
Still, it’s a problem of definition, money is an abstract concept, one where is very hard for you to find a definition that includes all of the countries currency but doesn’t include Bitcoin.
But here’s the most important thing that goes through everyone’s heads, just because something is money doesn’t mean it has inherent value. People who invest in crypto, be it FT or NFT, are no different from people who invest in gold or art. And scams involving crypto are no different from other scams, you don’t go around saying emails are scam because people use them to scam others.
All of that being said, crypto bros are the other extreme from you, thinking that crypto is a magical solution to everything and can’t see the glaring issues that will make it impossible from being adopted in any meaningful scale (and it boils down to cryptocurrencies having the same attributes than paper money, bit people not taking digital security seriously the same way they do with securing paper currency)
The game in question, Block Blasters, which was free to play, has been removed from Steam, although it seems owners can still try to install it, but antivirus programs may block those attempts.
The GData linked in the post shows that the game was released in July 31 and that the malware update came in August 30, adding a .bat and 2 .zip files within the Engine/Binaries/ThirdParty/Ogg directory. The zip files were password protected, which blocked scanning.
The batch script checks first if the system is running only Windows Defender and does not have any of the listed AV products from AV_PROCESSES as a running process; if these criteria are met, the batch script unpacks the contents of the archive “v1.zip” (…) The script “1.bat” adds the destination folder of the executables found inside the “v3.zip” archive to the exemption list for Microsoft Defender Antivirus. [emphasis mine]
So, yeah, it’s pretty clear how easily it went undetected by Steam, Windows Defender or any other antivirus program - malware inside a password protected zip. I suspect making something similar on Android wouldn’t be much harder, as an app or game that needs access to your internal storage isn’t “too weird”, like something that asks for some music to play in a stage.
A password-protected zip file should have been flagged by Steam as suspect before they approved the update, its a very old and very common method for detection bypass.
I’ll be the asshole: why the fake money wasn’t immediately converted to real money giving directly the exchange address instead of a locally hosted wallet? Except bitcoin all the shitcoins are devaluating in real time
With meme coins, the liquidity is dogshit. There’s no real market for sale.
If you sell the tokens piece-by-piece as you get them, you drive down the future price and might get less real money overall. Better to sell a big chunk at once.
Also, not every exchange has a wallet/custody system. It’s entirely possible for direct p2p trades to happen without any intermediate transfers. I don’t know if pump.fun actually does this.
This is why services like steam don’t offer bitcoin and other cryptocurrencies as a method of payment. Because you’re screwed no matter what you do, if you convert it you drive the cost down, if you don’t convert it it stays in this unsecured unverified easy to steal format with insane value fluctuation. You would literally be better off getting paid in roubles.
They (Steam) offered Bitcoin payment, but pulled out because of what you said. They were covering the changes in fluctuation, but ultimately it was too unstable. I recall a statement from them saying something like, the value fluctuated too much during the brief checkout process, even.
I’m not into crypto. But how can it being stolen just by reading some file in the computer? Isn’t the private key encrypted with some really secure password? It was stolen while the private key was being used?
To keep it short there is two big families of wallets. Hot and cold wallet. Hot wallets are the one that got an internet connection wether it’s a constant one or periodically connecting. Cold wallets are never connected to the internet and often are dedicated hardware devices with the better ones having a Secure Element to store the private key or even sometimes sign transactions directly in it.
Victims of this attacks were using hot wallet on a not-dedicated machine which is consider bad practice. Hot wallets have to be consider more like a physical wallets for daily spends and cold wallet being privilege for long-term saving and monthly or yearly transactions.
I’m not an expert but desktop OS (especially Windows) are not as well contained than phone so I almost never use hot wallet on my computer. Often users are tricked to sign transactions to get stolen but I think if the wallet is unlocked a malware with the right privileges/permissions could easily steals money.
by reading some file in the computer Aren’t Steam games always executable for Windows?
Considering how the malware works, it seems that the criminal managed to copy/steal all the browser data of Rastaland, including open sessions, allowing him to login on any site that had an active session/cookies, including that pumpdotfun where the coin was
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