League of Legends cheaters may become more common, says Riot

Update after cyber attack against the company
League of Legends cheaters may become more common, says Riot
League of Legends cheaters may become more common, says Riot /

Last week, Riot Games announced that it had suffered from a social engineering attack, which temporarily halted the company’s ability to release content for titles like League of Legends, TFT, and Valorant.

Giving an update on the situation, the developer confirmed that the attackers have gotten hold of source code for League of Legends, TFT, and a legacy anti-cheat platform. A ransom email was sent to Riot Games, trying to extort payments from the studio in return for not keeping the source code under wraps. In regards to that, Riot stated: “Needless to say, we won’t pay.”

While admitting that “this attack disrupted our build environment and could cause issues in the future”, the company said it remains “confident that no player data or player personal information was compromised.”

Riot Games did however state that the amounts of cheats available for the impacted games could increase if source code is exposed. A positive side of this is that new cheats would force Riot to react and boost its anti-cheat capabilities further, eliminating additional security risks.

Another issue the company wants to address is that experimental features, such as new game modes, are included in the stolen source code. In case of any leaks Riot wants players to be aware that there is no guarantee that these features will ever make it into the games.

The developer, keen on transparency on this issue, is working on a full report to be released at a later date and is also cooperating with law enforcement to catch the culprits.


Published
Marco Wutz
MARCO WUTZ

Marco Wutz is a writer from Parkstetten, Germany. He has a degree in Ancient History and a particular love for real-time and turn-based strategy games like StarCraft, Age of Empires, Total War, Age of Wonders, Crusader Kings, and Civilization as well as a soft spot for Genshin Impact and Honkai: Star Rail. He began covering StarCraft 2 as a writer in 2011 for the largest German community around the game and hosted a live tournament on a stage at gamescom 2014 before he went on to work for Bonjwa, one of the country's biggest Twitch channels. He branched out to write in English in 2015 by joining tl.net, the global center of the StarCraft scene run by Team Liquid, which was nominated as the Best Coverage Website of the Year at the Esports Industry Awards in 2017. He worked as a translator on The Crusader Stands Watch, a biography in memory of Dennis "INTERNETHULK" Hawelka, and provided live coverage of many StarCraft 2 events on the social channels of tl.net as well as DreamHack, the world's largest gaming festival. From there, he transitioned into writing about the games industry in general after his graduation, joining GLHF, a content agency specializing in video games coverage for media partners across the globe, in 2021. He has also written for NGL.ONE, kicker, ComputerBild, USA Today's ForTheWin, The Sun, Men's Journal, and Parade. Email: marco.wutz@glhf.gg