Steam Hacked, Credit Card Numbers Taken 141
An anonymous reader writes "DailyTech reports that Valve's Steam content distribution system has been compromised. According to the article a hacker claims to have 'bypassed Valve's security system and accessed a significant chunk of data, including: screenshots of internal Valve web pages, a portion of Valve's Cafe directory, error logs, credit card information of customers, and financial information on Valve.'"
Online game services (Score:3, Funny)
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Re:Online game services (Score:4, Insightful)
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Jeez, this is like what, a 13 year old dupe? GG editors!
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Figures (Score:5, Funny)
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Those that pirated HL2 and other Steam games (Score:2, Troll)
Another, eh? (Score:4, Insightful)
Re:Another, eh? (Score:4, Funny)
Re:Another, eh? (Score:5, Funny)
Go get some sleep and/or stimulant of your choice.
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You need to store something for monthly billing. (Score:2)
Yes, I know. Some of the notifications go out over email. So? Dump the necessary email info to a USB stick and WALK that over to a different computer.
Re:You need to store something for monthly billing (Score:5, Informative)
Who says it was even Valve's machine that was compromised? 1UP.com [1up.com]:
Re:You need to store something for monthly billing (Score:1, Informative)
Internet-->Firewall-->Processingserver-->Firewall- ->Firewall-->"Billing" Server
The only open INCOMING port on "Billing" is the port that records billing information; the only outgoing port is the one that tells the processing server to send mail to such and such.
Also, use end-to-end encryption!
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There's no reason for vendors and service providers to deal so directly with the CC company.
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Reason to be connected to the intarweb: They PROCESS the cards online (via authorize.net, for example).
I write e-commerce apps for a living. My usua
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Re:Another, eh? (Score:4, Insightful)
The CC processor could then send back to the retailer the the transaction id along with either an authorized or unauthorized code indicator (maybe even a code to indicate why authorization failed - insufficient funds, user declined, stolen card, etc).
This could even extend to subscription purchases. Currently, one of the reason's retailers might store CC info is for recurring subscription charges. When requesting the transaction, the retailer could indicate they would like to do a recurring charge, and in that case, the transaction id they receive could be repeatedly billed (but *only* by them, not by other merchants) until the user canceled that subscription. Currently, every retailer individually manages subscriptions, so if you want to cancel a subscription with, say, an online game (or magazine or anything else), you have to go to their website (or use some interface built into the game's client) to cancel the subscription. Wouldn't it be great to just log into your credit card's website and go cancel a subscription from a list of your current subscriptions? The next time the game, magazine, whatever goes to bill you, they simply receive back an authorization failed code indicating that the user cancelled the subscription, and they cancel the account in their system automatically.
Well, I can hope anyhow. Currently, the CC industry seems to be simply content with the status quo, even if it is pretty stupid. I see no reason why anyone I do business with needs a re-usable account number.
There is, of course, with this proposal still the possibility of someone setting up a phishing attack. Go to their site, get "re-directed to the CC processor's site", which really isn't, and then you end up putting your info in the phisher's database. That could probably be defeated by something similar in concept to Bank of America's SiteKey system, where the site proves to you that *it* is real by showing you something secret, that a phishing site would never know what to show you.
Re:Another, eh? (Score:4, Interesting)
The proposed system will make it a 4-step process: Select the items, obtain your billing information, enter your billing information, and place the order - and none of these can really by skipped. It's a matter of personal taste on what you prefer, but most people go for convenience rather than security.
The implementation could easily handle this by having credit card numbers "linked" to a primary account, as there's at least 10 trillion possible combinations for credit cards from a single institution. No information on if it will work in practise, but given that most people aren't good with numbers, it would probably boost CS calls.
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Obviously this is currently an optional process, requiring you to sign up to the VBV or SecureCode service - but its becoming more mandatory.
No similar process exists for recurring transactions (or continuous authority as its sometimes known). This is o
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I've used Verified by VISA a number of times now (and have dealt with a number of on-line merchants which will only accept payment through it) and it's really quite simple. First of all, you need to tell your bank (I did it through its on-line banking interface) that you want to enable VFV on a given card.
Now, the way it's implemented in my country (don't know if it differs on other countries) is: you then stipu
Credit card information? (Score:5, Interesting)
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That said, this hack looked like it was done by a no-steam group, and I honestly have no respect for them. It's fine if you want to run old Valve
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Re:Credit card information? (Score:4, Interesting)
Reports are all over the map - Valve's official statement says it's only cybercafe owners who are affected (Valve has their credit card information for billing purposes - looks like Valve licenses their games by the hour). And they claim it's the third party host that's afflicted who manages the cybercafe program, and that steam itself wasn't hacked.
Where the whole story lies, is somewhere in-between.
What I don't get is this:
What does a California bill have to do with a company based in Washington? (Valve was formed out of some people from Microsoft). They may have to alert CA residents, I suppose?
I dont excuse them, but no-steam has a point... (Score:2)
That said, this hack looked like it was done by a no-steam group, and I honestly have no respect for them. It's fine if you want to run old Valve games without Steam (it's pretty horrible software)... These guys go a step further and brag about it. Our HL community has a very anti-"no steam" policy; you simply won't get support if you're running it.
By the looks of things, keeping these people in the cold isn't exactly going to help much either. Not every place has a regular connection that runs these games,
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Interview with the "HACKER" (Score:2, Informative)
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(and Steam and the VC are the only online CC purchases i've made in years.....i usually avoid it.)
My CC details were "leaked" by Steam (Score:2)
Coincidentally, I'm currently fighting a running battle with Steam support to reclaim a hacked Steam account. After about five messages back and forth, it has finally emerged that the person actually stole my account by "reclaiming" it from Steam, after providing my steam account number, and my credit card details.
I don't have any spyware on this machine - I checked with SpyBot and Ad-Aware. I surf using Opera, I read mail using Eudora, and internet security is part of my job. I am at a loss as to how any
This is major news. (Score:3, Interesting)
Oh and I sincerely hope that this kid gets his share of gulag.
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Check your credit cards (Score:4, Informative)
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at least thats what he says here: http://emp.damage-web.net/viewtopic.php?p=62590 [damage-web.net]
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--jeffk++
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Wii points? (Score:2)
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I think the main reasons for "Wii Points" and similar systems are that one can do micro payment that way easily and that in some countries credit cards aren't very widespread, especially when it comes to younger audiences, so using only credit cards would lock a lot of users out of the system. Then there is of course the evil reason: You can spend your "Wii Points"-money on XBoxLive, while you could do
Re:Wii points? (Score:4, Informative)
The other reason for the points system is to be able to set a single global price for content. I can post a piece of content for 800 points and tell people about that without having to convert it to a whole bunch of other currencies. Microsoft then sells points at some constant exchange rate for each country. This keeps content prices from fluctuating everywhere outside the US (compared to making the content $10 USD and having the exchange rate vary).
Steam support is vapid (Score:5, Interesting)
Here is my first email to Steam:
I read a distressing article today claiming that Steam's databases were broken into and credit card information was stolen:
http://emp.damage-web.net/viewtopic.php?p=62590 [damage-web.net]
Is this true? Do I need to cancel my credit card? Please advise ASAP!
And here is my second one, posted this morning:
Do I really need to tell you that this urgent question is time-sensitive?
http://digg.com/gaming_news/Valve_Hacked_Your_Inf
As you can see this issue, rumour or otherwise, is public knowledge and widespread. Valve's lack of a statement on this is very conspicuous. Please confirm or deny this story so that I can rest at ease.
I'm not panicking and I'm not about to cancel my credit card, but I'm furious that Valve will not at least advise me whether or not I should do so. If they don't contact me by midnight I'll never buy through their service again. Furthermore, I'll probably join in on any class action lawsuit.
Re:Steam support is vapid (Score:5, Insightful)
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If you are emailing Steam support.. (Score:3, Insightful)
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overdrawn, lol. (Score:3, Funny)
(That and I just switched banks so the account will be inactive in a matter of days)
Call me old-fashioned... (Score:1, Offtopic)
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Yes, there's an offline mode, I've used it. It's quite nice - though it does delay startup by about 30 seconds while it tries to log into your account. The only thing is that you have to be offline when you start u
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(Unless you want a new game, then you have to pay a whole new price!)
Here's the full *original* screenshot (Score:5, Informative)
The pic in TFA only shows the left half of the picture.
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This hacker isn't earning himself much respect.
Remember, he's at:
Maddoxx@no-steam.org
All I can say is (Score:1)
I have always had serious issues with giving my credit card number to any high profile service like Steam primarily because I don't like "virtual" purchases, I like to have physical tangible objects in return for my money but this is just another reason for me.
LK
Another day in CC paradise (Score:2)
I see that the companies need the CC info for billing. That's ok. Why, though, does this info have to reside on a server that is accessable through the 'net? Of course, you have to register online. Ok. How about transfering that data once a day to a server which is usually NOT accessable from anything connected through the net save those 5 minutes the transfer takes, and only from the machine that has to dump the info? Banks use a
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Yet another reason... (Score:2)
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Domestic Terrorism? (Score:1)
I know being a l33t h4x0r is all about bragging about your crap, but honestly-- even claiming to have done this is very dangerous if you're not in the third world.
Why do online sites need to store CC#s at all? (Score:4, Interesting)
Any obvious glaring errors? Any idea if this has already been proposed and shot down in the past? The data is never going to be truly secure. Someone is always going to get hacked. So it seems this might be a good way to minimize the amount of valuables lying around.
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Because of the way that public key crypto works, you can be assured of the sender of a particular piece of information. If you have someone's private key, you can pretend to be that entity, sure. But the CC company would associate that key and content signed with it with that merchant account only, and would instantly detect requests to pay into another account. In fact, it would be unnecess
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Indeed, and I think this is a great idea, but it still doesn't nullify the motivation for "proof-of-concept" mischief such as this Steam case.
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But if it had been true, the theft of credit card data would definitely have moved it out of the "mischief" category.
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1) you click on checkout
2) the company directs you to the card processor
3) you enter your CC there
4) the card processor tells the company if it's valid
5) you get your goods
The internet shop NEVER sees the CC number
Instead of 1000 shops needing security you only need to secure a couple of processors, typically your bank or similar.
The shop even does not really need to have any SSL
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There's 2 other options.
1: Using links directly to your bank, where you could log in. This is actually used by my personal bank but i find it very scary. (Because by using devious tricks of javascript and co i could be entering login info to my bank account that somebody could steal. Not good.
2: Temporary int
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Yeah -- the credit-card system as-is is so entrenched that you'll never get all the disparate parties involved to agree to throw it out and adopt something new all at the same time.
Banks, the banking backbone network, credit reporting mechanisms, ATM machines, point-of-sale hardware, retails... they would all have to throw away their existing systems and software/hardware investments and move to the new system, and they would have to do it altogether in concert for it all to work
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Right now, companies are having to pay a lot for security to try to avoid these attacks. Then when they get broken into, they
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1337 (Score:3, Funny)
Good (Score:2)
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Turns out... (Score:1)
Hummm (Score:2)
I guess HL3 will be delayed again because of hackers. Damn those hackers!
Makes you wonder if Valve has a S.T.A.L.K.E.R.
Looks like the "hacker" is full of crap (Score:2, Informative)
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*head explodes*
Re:It's an unconfirmed claim you Irish fools (Score:5, Informative)
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