GTA VI, Insomniac, EA, Capcom, CD Projekt, Riot, Sony: a complete review of the biggest leaks, data thefts and ransomware attacks in gaming — and what they all have in common.
Three private surfaces. Same zero-knowledge architecture.
That is the uncomfortable common denominator: studios protect their perimeters, but their most sensitive material — unreleased builds, cinematics, source code, HR files, contracts, employee identity documents — sits in plaintext inside tools whose vendors can read it, whose sessions can be stolen, and whose admin consoles can be phished.
This page documents the best-known cases, then explains why DRIVUNO is built so that the same attack produces nothing usable.
### Rockstar Games — the GTA VI leak (September 2022) An attacker associated with the Lapsus$ group obtained access to internal communications and published roughly 90 videos of unfinished *Grand Theft Auto VI* gameplay. The intrusion did not require breaking encryption: it started with credential/session compromise and social engineering, and the internal collaboration workspace then acted as a single, fully readable archive of everything the team had shared. Take-Two confirmed the breach; the resulting media cycle was one of the most damaging in the industry's history.
### Insomniac Games — Rhysida ransomware (December 2023) The Rhysida group exfiltrated around 1.6 TB of internal data and, after the ransom went unpaid, published it: *Wolverine* materials, roadmaps, contracts, and — most seriously — passports and personal documents belonging to employees. The lesson is about the *volume*: 1.6 TB left the studio without triggering an effective stop, which is exactly what an exfiltration ceiling exists to prevent.
### Electronic Arts — 780 GB of source code (June 2021) Attackers bought stolen browser cookies for a few dollars, used them to authenticate to EA's Slack workspace, then convinced IT support to issue a multi-factor token by posing as an employee who had lost their phone. From there they took the *FIFA 21* source code and the Frostbite engine source. No zero-day, no cryptography broken — a session cookie and a conversation.
### CD Projekt Red — HelloKitty ransomware (February 2021) Source code for *Cyberpunk 2077*, *The Witcher 3*, *Gwent* and internal documents (accounting, HR, legal, investor relations) was encrypted and exfiltrated. CD Projekt refused to pay; the data was auctioned. Recovery was possible because backups existed — but confidentiality was already lost the moment the data was readable.
### Capcom — Ragnar Locker (November 2020) Roughly 1 TB exfiltrated and about 390,000 people affected: employees, former employees, business partners, customers. Passports, HR files, sales data and unreleased game plans circulated publicly. Initial access came through a legacy VPN device left reachable.
### Ubisoft — Lapsus$ intrusion (March 2022) Ubisoft confirmed an incident affecting internal systems and services, and forced a company-wide password reset. Lapsus$ again — the same playbook of identity compromise and internal-tool access rather than technical exploitation of encryption.
### NVIDIA — Lapsus$ (February 2022) Around 1 TB exfiltrated, including driver source code and employee credential hashes, with the attackers publicly attempting to extort engineering changes. NVIDIA is not a studio, but the incident shaped the entire graphics/gaming supply chain and its code-signing certificates were abused afterwards.
### Riot Games — social engineering (January 2023) Source code for *League of Legends*, *Teamfight Tactics* and a legacy anti-cheat platform was stolen after a social-engineering attack on the development environment. Riot publicly refused a $10 million ransom and disclosed the incident itself.
### Activision — SMS phishing into Slack (December 2022, disclosed 2023) An employee in HR was phished by SMS. The attacker reached the internal Slack workspace and pulled employee data and the 2023 content release schedule. Again: no cryptographic failure, just a readable workspace behind one compromised human.
### Bandai Namco — ALPHV/BlackCat (July 2022) Ransomware with exfiltration; customer data from Asian regions and internal documents were leaked following non-payment.
### Sony — two distinct eras (2011 and 2023) The 2011 PlayStation Network breach exposed about 77 million accounts and took the service offline for 23 days — still the reference case for the cost of a centralized identity store. In 2023, Sony was hit again through the MOVEit file-transfer vulnerability and separately claimed by the Ransomed.vc group, illustrating the newer risk: your *file transfer vendor* becomes the breach.
### 2K Games — weaponised support desk (September 2022) Attackers took over the 2K helpdesk platform and replied to real support tickets with malware links, turning a trusted customer channel into a distribution vector.
### Roblox — third-party vendor leak (2023) Personal data of developer-conference attendees, including addresses and identity details, leaked through a third-party vendor rather than through Roblox itself.
### Naughty Dog / *The Last of Us Part II* — pre-release leak (April 2020) Major story content leaked months before release. The technical entry point mattered less than the outcome: the internal build material was in a form somebody could simply watch and republish.
### Nintendo — the "Gigaleak" (2020) Decades of source code, prototypes and design documents from the SNES/N64 era spilled publicly, largely traced to compromises of partners and older archived material. Old data does not stop being sensitive.
### Snowflake-linked campaign (2024) A large-scale campaign against cloud data-warehouse accounts protected only by passwords — no MFA — hit dozens of major companies across sectors including gaming and entertainment. It marked the shift from "hack the studio" to "hack the analytics vendor everyone uses".
Concretely, on the scenarios above:
We deliberately do not publish the operational thresholds, the detection heuristics or the internal response procedures. Publishing them would only help someone trying to stay under them.
Three private surfaces. Same zero-knowledge architecture.