Profit Over Players: The BlockBlasters Cover-Up (Steam Scandals, Part 1)

We are launching a multi-part investigation uncovering the hidden truth about Steam  revealing the corruption behind its operations, the systemic abuse, exploitation, and negligence that have harmed millions of users, and exposing how a global monopoly turned a gaming platform into a machine of manipulation and silent profit.

Steam BlockBlasters Investigation - Profit Over Players

Critical Finding

Steam blatantly lies, covers up for criminals, and obstructs the investigation.

Introduction: A Crime of Calculated Negligence

In August 2025, the world's largest gaming platform, Steam, didn't just suffer a security breach; it actively enabled one. Through a cascade of systemic failures and gross negligence, Valve allowed the game BlockBlasters (AppID 3872350) to become a Trojan horse for a devastating malware campaign. This wasn't a sophisticated, unavoidable attack. It was a textbook data-stealing operation that succeeded because Steam's security is fundamentally broken. For 22 days, it stole hundreds of thousands of dollars, emptied crypto wallets, and compromised user accounts while Valve did nothing.

When the truth surfaced, Valve's response was not to protect its users, but to protect its image. The company issued a single, deceitful statement blaming a "compromised developer account"  a pathetic lie designed to shift blame and shield itself from liability. This article will dismantle that lie. Using forensic data, timeline analysis, and Valve's own policies, we will prove that this incident was not just a failure to act, but a deliberate cover-up of criminal negligence.

Exposed Identity

Steam blatantly lies and hides Valentin Lopes  the verified developer behind the malicious application.

The 22-Day Timeline of Inaction

Valve had 22 days to stop this. User reports were flowing in, and platform data showed clear signs of trouble. Their silence was a choice.

July 31, 2025

BlockBlasters launches. A clean, legitimate build is approved by Steam's vetting process.

August 30, 2025

The trap is set. The attackers push Patch Build 19799326. This update, containing the malware payload, is approved by Steam and distributed to all players.

Early September 2025

The first victims sound the alarm. Users flood Steam Support with tickets reporting anomalous CPU usage, suspicious network traffic, and  most critically  stolen cryptocurrency. These tickets enter a black hole, ignored by Valve.

September 612, 2025

The data screams a warning. Public SteamDB telemetry shows the player count collapsing to single digits, yet the game remains installed on hundreds of machines, silently exfiltrating data. This massive discrepancy is a red flag that any competent monitoring system should have caught.

September 21, 2025

The community acts. Independent security researchers expose the malware's Telegram-based command-and-control infrastructure, forcing the hackers' hand.

September 22, 2025

The proof is undeniable. G DATA CyberDefense AG publishes a full forensic report, confirming the malware's multi-stage attack vector and exposing the technical details of the breach.

The Anatomy of the Attack

This wasn't cutting-edge malware. It was a crude but effective cocktail of common scripts and stealers that should have been trivial for a multi-billion dollar platform to detect.

Stage 1: Initial Compromise (game2.bat)

The initial payload, a simple batch script, performed basic reconnaissance: collecting IP, geolocation, and Steam user details. It then downloaded a password-protected ZIP file (v1.zip)a classic technique to bypass naive automated scanners.

Stage 2: Evasion and Escalation (VBS Loaders)

Using VBS scripts, the malware executed its core components in hidden command windows. It added its own directory to the Microsoft Defender exclusion list  an action that should trigger an immediate, high-priority alert on any monitored system.

Stage 3: Data Theft (Client-built2.exe & Block1.exe)

With defenses disabled, the malware deployed its primary payloads: a Python-based backdoor for persistent access and a variant of the StealC infostealer. It targeted browser data, session tokens, and, most importantly, cryptocurrency wallets from Chrome, Edge, and Brave. All stolen data was funneled to two command-and-control servers in unsecured HTTP traffic.

Trust Betrayed

It was precisely their trusted certificate and disregard that led to dozens of thefts that they cover up.

Indicators of Compromise (IoCs)

File SHA256 Classification
game2.bat aa1a1328e0d0042d071bca13ff9a13116d8f3cf77e6e9769293e2b144c9b73b3 BAT.Trojan-Stealer.StimBlaster.F
launch1.vbs c3404f768f436924e954e48d35c27a9d44c02b7a346096929a1b26a1693b20b3 Script.Malware.BatchRunner.A@ioc
test.vbs b2f84d595e8abf3b7aa744c737cacc2cc34c9afd6e7167e55369161bc5372a9b Script.Malware.BatchRunner.A@ioc
Client-built2.exe 17c3d4c216b2cde74b143bfc2f0c73279f2a007f627e3a764036baf272b4971a Win64.Backdoor.StimBlaster.L6WGC3
Block1.exe 59f80ca5386ed29eda3efb01a92fa31fb7b73168e84456ac06f88fdb4cd82e9e Win32.Trojan-Stealer.StealC.RSZPXF

Deconstructing the Lie: The "Hacked Account" Is Complete Bullshit

Cover-Up Exposed

Steam lies and helps victims, while their company checks developers and gives the highest certificate of trust to their content.

Let's call Valve's "hacked developer" excuse what it is: a pathetic and easily disproven lie. It's an insult to the intelligence of their user base, a narrative crafted to shield them from the consequences of their own negligence. This entire fantasy collapses the moment you look at Steam's own mandatory procedures.

The Core Deception: Tampering with a Digital Crime Scene

This is where Valve's cover-up graduates from simple negligence to what can only be described as tampering with a digital crime scene. Let this be stated without ambiguity: Valve did not remove the infected game.

Forensic evidence and analysis from security researchers tracking the C2 infrastructure confirm it unequivocally: the criminals themselves deleted their malicious builds from Steam's servers. They did this on September 21st, only after their Telegram control group was publicly exposed. They executed a "scorched earth" exit, destroying the evidence to cover their tracks.

Valve's claim of taking action is a blatant fabrication. By waiting for the attackers to erase their own tracks before stepping in to remove the store page, Valve effectively allowed the primary evidence to be destroyed. This wasn't damage control; it was obstruction. They weren't protecting users; they were protecting themselves by ensuring the crime scene was clean.

The Human Cost of Corporate Indifference

Valve's negligence had real-world consequences for which it has taken zero responsibility.

The Motive: Profit Over People

Why would Valve allow this to happen? The motive is as simple as it is cynical: it was cheaper.

A real security overhaul  implementing sandboxed testing for all builds, separating developer credentials, hiring a competent security team, and publishing transparency reports  would cost millions. Paying restitution to victims would set a costly precedent.

The alternative? Issue a vague, misleading statement, let the news cycle move on, and absorb the minimal PR hit. It was a calculated business decision where user safety was deemed an acceptable loss.

This pattern of negligence is not new. From PirateFi (2024) to Chemia (2025), Valve has repeatedly ignored warnings and allowed malware onto its platform, only acting after public outcry. BlockBlasters was not an anomaly; it was the inevitable result of a rotten security culture.

Final Verdict: Guilty as Charged

Let the facts speak for themselves.

Valve didn't just fail. It lied. It covered up its own negligence, protected its profits, and left its users to pay the price. The trust that the community placed in Steam has been irrevocably broken. This wasn't a mistake; it was a betrayal.

Read the Full Investigation on Medium

This is an excerpt from our comprehensive multi-part investigation. Read the complete report with additional evidence, timelines, and analysis.

Read on Medium →
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