Unusual business. They earn millions of dollars on selling codes for cheating in video games


Subscription prices usually between $ 10 and $ 240. monthly. The price amount depends more on the difficulty of bypassing the security of a given game than its popularity. These conclusions were presented during the Black Hat 2025 event.
How is this dark Internet market developing? The authors of the research analyzed 80 websites and public forums of several well -known cheat suppliers. The image that emerges from this is the mature SaaS market, as if it was about selling photo editing software or post management. So we have professional -looking sites, payments served by popular processors, Helpdesk department and active social channels.
Sellers promise that it is impossible to detect, that the customer is cheating in games, and they often provide quick updates after each game patch (repairing the possibility of cheating) and personalization of functions.
The marketing layer has also grown. From resellers, through the channels on Discord and forums, to search engine advertising. You can say that Some companies are not particularly hiding that they sell products that break games in games.
The participation of cheats that do not inject the code into the game process is also growing, but analyze the image from the screen and control the mouse like a robot – often using objects recognizing models. It is this category, commonly called AI-Aimbot, that is experiencing a renaissance, because it is more difficult to detect it with traditional methods. In practice, however, it looks like that For example, the player has excellent accuracy and reflexes in a shooter – or at least he gives an impression in the eyes of other players who do not know that they compete with a cheater.
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Who buys games for games and why?
Based on data from monitored stores and forums, scientists estimate that most of the demand consists of ordinary players, mainly shooters and network games – from intermediate, who They want to climb faster on the ranking levels, to people returning to the game after a break and trying to catch up.
The study does not show evidence of the active participation of the e-sports scene in shopping, but you can see a rapid increase in interest in the starts of seasons, open bets and large premieres of loud titles. Cheaty are bought for the most popular games-from Fortnite and Call of Duty of the Counter-Strike 2, Rainbow Six Siege, Escape from Tarkov or Team Fortress 2. The popularity of stores such as Enginewning It helps to attract traffic thanks to low input thresholds and low starter packages prices.
Streamers also buy cheats often. Some people want to prove to their fans that they can do great in games, even if they had a premiere recently and hardly anyone had the opportunity to get acquainted with the rules, let alone great results.
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Cheating in games in a gray zone
The question remains: Is it legal? The image here is ambiguous. In most countries, the production and selling of cheats is not directly a crime, but it may violate copyright, bans on the celebration of security (e.g. DMCA 1201 in the USA), good competition practices and games license provisions. Publishers are increasingly suing the creators of Cheat civil.
In 2024, Activision won the case against Enginewning for over $ 14.5 million. compensation and permanent cessation of operations. Bungie, another publisher, won the case against the Aimjunkies business, in which the jury confirmed that the creation and sale of Cheat It violates copyright, and $ 4.3 million has been awarded in a separate arbitration thread.
There are also jurisdictions where criminal provisions are unambiguous. South Korea has been penalizing the creation and distribution of gaming hats since 2016 – for this up to 5 years in prison or a fine of 50 million in prison. Large groups selling cheatas were repeatedly broken in China, with multi -million security and confiscation of property.
Birmingham researchers also emphasize that It is globally a gray zone. Legality depends on local regulations and on what claims the game publisher is formulated.
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Game developers are not able to cheat
Game manufacturers transfer the fight to the deepest operating system level. Hence the wave of Windows Secure Boot and TPM 2.0 requirements and the proprietary antheat controllers at the nuclear level (kernel-level). These are security They provide protection not only in the game itself, but already in the operating system.
Electronic Arts implements in the latest Battlefield 6 Javelin system, which works at this level, and the start of the PC game requires an active Secure Boot function. Activision has announced that Call of Duty: Black Ops 7 on PC will require both Secure Boot and TPM 2.0.
This approach, of course, causes some controversy. Kernel-Level means deep system permissions, and the IT industry still lives vividly the effects of a global failure caused by Crowdstrike in July 2024, which She reset millions of Windows computers And she ignited the discussion about limiting access to the system nucleus.
Microsoft has already announced the reconstruction of the Windows safety model and leaving some protective products from the nucleus to the user mode. Critics, therefore, ask whether games should require more permissions from players than corporate anti -viruses. Supporters answer that Without this, the detection of the most advanced cheats is, however, illusory. Something for something.
In addition, some requirements may cause that owners of Windows 10 computers or an older system will not be able to play the latest game, because they will not have adequate security solutions associated with Windows 11. This is obviously another reason to replace the computer with one from Windows 11. And it does not seem to be a rational reason.
What next with the Cheat market
It is worth emphasizing that in the open beta Battlefield 6 players They published recordings with cheaters … on the first day. At the same time, EA reported that Antimat systems detected and blocked about 330 thousand. attempts to fraud or manipulate security in a short time window, and detecting go to tens of thousands a day. So as you can see Business focused on cheating in games blooms at its best.
The creator of the game at the same time emphasizes that the requirement of Secure Boot “was not supposed to be a silver ball”, but rather raising the threshold of difficulty and the cost of cheating. In other words, cheating will still be possible, but it will simply be more difficult.
Economics, however, is ruthless here. If cheating becomes more expensive, less accessible and more risky, part of the demand disappears. That is why in Antheat politicians we see more and more often hard hardware and system requirements at the start of the game. At the same time, the popularity of “outside the system” solutions, such as hardware DMA, VM-Cheaty or bots controlled by computer vision-are areas that will drive the arms race and force more behavioral detection of cheaters on the server side and analytics of suspicious targeting and movement patterns. In this certainty Systems based on artificial intelligence will help.
For publishers and gaming studies, it is not only a matter of honesty. This is a real risk of losing revenues and reputation. Civil process wins are cases that can reduce supply in countries without criminal prohibitions over time. In turn, for platforms and manufacturers of equipment, it is an impulse for system security standards to support the integrity of games without multiplying risk for users. For cheat shops – it doesn't change much for now. As long as there are customers, Sales will be carried out, even if some companies balance on the verge of law. Automatic tracking and shooting at enemies, infinite ammunition or access to the best weapons from the first day of the game, without having to complete the most difficult, last levels of the game – all this is effectively tempting thousands of people.
Author: Grzegorz Kubera, Business Insider Polska journalist




