Rainbow Six Siege hacked as players get billions of credits and random bans
Rainbow Six Siege has suffered a major breach in which attackers exploited backend services to mass-ban and unban players, grant billions in in-game currency and rare skins, and possibly access Ubisoft’s internal systems via the recent MongoBleed vulnerability. Commenters highlight multiple independent groups claiming responsibility for different parts of the incident, including alleged source code theft and attempted extortion, and note how fragile trust becomes when live-service game progression and ban systems are compromised. The event also reignites criticism of Ubisoft’s security posture, monetization strategies, and reliance on aggressive anti-cheat measures that already limit platform support.
Nature of the Siege Hack
- Ban feed messages were hijacked and filled with song lyrics and memes (e.g., Shaggy, Michael Jackson), so some onlookers initially thought bans were fake; others point out actual bans and unbans did occur.
- Attackers granted everyone massive amounts of in-game currency and all skins, including developer-only ones, completely breaking progression, scarcity, and the in-game economy.
- Commenters note this is a “nightmare scenario” for live-service games: rollbacks can fix currency, but random bans and compromised ban integrity destroy player trust.
Multiple Attacker Groups & MongoBleed
- A summarized X/Twitter thread claims four different groups:
- One abusing a Siege service (bans, inventories, mass gifting).
- One exploiting an exposed MongoDB via the MongoBleed bug to pivot into internal Git and exfiltrate decades of Ubisoft source code and SDKs.
- A third claiming to have user data and extorting Ubisoft (validity unclear).
- A fourth saying the second group already had code access and is using MongoBleed as cover.
- Several commenters tie this to the recently disclosed MongoBleed issue and exposed Ubisoft hosts on Shodan; others say Postgres dumps were also circulating.
- A former Ubisoft engineer is skeptical that a breach of “player” infrastructure would easily lead to source code, citing strict network segmentation and Perforce use, but this is contrasted with the MongoBleed claims; the exact path remains unclear.
Security, Liability, and Response
- Some sympathy is expressed for on-call devs having holidays ruined; much less for Ubisoft management, given its reputation for aggressive monetization and anti-consumer practices.
- Others argue this is precisely why game backend security must be treated as critical infrastructure, and that ignoring vendor guidance on MongoBleed (e.g., exposed DBs, delayed patching) would be inexcusable.
- There’s speculation that attackers face serious prison time if identified, given the scale and clear financial impact.
Economy, Valuation, and Monetization
- The quoted “$339 trillion” value of gifted cosmetics is mocked as a meaningless multiplication of unit price by impossible volume, compared to global GDP.
- Some expect that such inflated figures may still appear in legal or insurance claims.
- A few players note that similar GTA V hacks once made those games more fun by eliminating grind and pay-to-win, highlighting the tension between monetization and enjoyable design.
Broader Gaming & Esports / Anti-Cheat Tangents
- Several lament Ubisoft’s shift toward esports balance and microtransactions, claiming Siege and other franchises have become “soulless” or worsened over time; XDefiant’s shutdown is cited as emblematic of chasing item-shop revenue.
- There’s a broader side-discussion about FPS fatigue vs. a “golden age” of indie games, and whether AAA budgets actually yield better games or just safer, over-marketed ones.
- Another long subthread debates kernel-level anti-cheat:
- One side sees it as essentially “anti-Linux” and a security liability that can be weaponized.
- The other argues kernel anti-cheat is currently the only effective way to resist sophisticated cheats on Windows, while Linux’s openness makes low-level cheating easier; they note that this incident is server-side and unrelated to client anti-cheat.