Overview

This page documents verifiable violations, manipulative practices, and alleged criminal activities by Valve Corporation. Each section contains detailed evidence, legal analysis, and supporting documentation.

For investigators: We can provide additional materials, screenshots, correspondence, and technical evidence upon verified request to fucksteam@moneylead.gg

13 Major Violations Documented: Manipulative ToS, Russian Connections, Geographic Discrimination, Content Moderation Hypocrisy, Obstruction of Justice, Financial Theft, Commercial Activity Entrapment, VPN/Arbitrary Blocking Hypocrisy, Enabling Cybercrime & Money Laundering, Gambling Hypocrisy, Russia/China Special Relationship & Sanctions Evasion, Child Endangerment Through Zero Content Moderation, and Employment Fraud & Tax Evasion

The $5.9 Billion Uncontrolled Market

CS2 Market Capitalization

The Reality

$5.9B+
Total Market Cap
$9M
Steam Official Market
99.8%
Uncontrolled Assets

Market capitalization of CS2 skins exceeds $5.9 billion. Meanwhile, through Steam's official trading platform, only $9 million flows.

The remaining 99.8% are uncontrolled, unregulated assets that trade with sanctioned countries through more than 15+ third-party marketplaces, many of which are connected to:

  • Gambling operations targeting minors and vulnerable users
  • Money laundering of stolen cryptocurrency and illicit funds
  • Trading with sanctioned countries (Russia, Iran, North Korea, etc.)
  • Zero financial reporting or transparency on transactions
  • Zero oversight or KYC/AML compliance on third-party markets

And Steam, as always, claims: "We're not responsible, we didn't know, it's not profitable for us, and this is not commerce"

(Well, as always - it's a lie)

Steam creates these skins. Steam controls their scarcity. Steam enables their transfer. But somehow Steam "doesn't know" about a $5.9 billion market built on their platform?

Manipulative & Illegal Terms of Service

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Critical Severity Legal Evidence GDPR Violation

The Problem

Valve's Terms of Service contain deliberately manipulative clauses designed to:

  • Allow arbitrary account termination without justification
  • Claim users don't own purchased content despite payment
  • Prevent legal recourse through mandatory arbitration clauses
  • Override consumer protection laws in multiple jurisdictions
  • Make users responsible for security while denying them control

Specific Violations

1. Contradictory Ownership Claims:
Valve claims users are "responsible" for account actions, yet states users don't "own" their accounts or content. This contradiction is legally invalid - responsibility requires ownership rights.

2. GDPR Non-Compliance:
Valve routinely ignores GDPR data requests, provides incomplete responses, or delays responses beyond the legal 30-day window. In our case: 4+ months with no compliant response.

3. Unilateral Modification Rights:
Terms allow Valve to change agreements at any time without user consent, violating contract law principles in multiple jurisdictions.

Evidence Available

  • Full ToS text with annotated violations
  • Comparison with EU consumer protection standards
  • Legal analysis from consumer rights experts
  • Timeline of GDPR request attempts and failures

Alleged Russian Security Service Involvement

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Investigation Ongoing OFAC Concern

The Allegation

We assert that our account suspension was carried out under instructions from Russian security services. This is not speculation - we have gathered substantial evidence supporting this claim.

Supporting Evidence

  • Timing: Ban occurred May 7, 2025, two days after threats referencing "May 9th" (Victory Day)
  • Threatening Messages: Pre-ban Steam support messages containing veiled threats
  • Pattern Analysis: Similar bans of Ukrainian users with high-profile accounts
  • Legal Obstruction: Systematic blocking of legal recourse suggests coordination
  • Fabricated Evidence: Claims of "May 3 account sale" invented only after lawyers involved

Why This Matters

If a U.S. company is cooperating with Russian security services to target Ukrainian citizens, this represents:

  • Potential OFAC sanctions violations
  • Possible FARA (Foreign Agents Registration Act) violations
  • International human rights concerns
  • Corporate espionage and data sharing with hostile states

Call for Investigation

We are requesting independent investigation by:

  • U.S. Treasury OFAC
  • U.S. Department of Justice
  • Independent journalists and media
  • Cybersecurity researchers
  • International human rights organizations

Double Standards: Russia vs. United States

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High Severity Documented Discriminatory

The Paradox

Steam's Terms of Service create a shocking double standard that favors Russian users over U.S. citizens:

Russian Users:

  • Can appeal through any local or regional Russian court
  • Benefit from lowest regional pricing globally
  • Courts routinely force Steam to restore accounts
  • Accessible to sanctioned territories without restriction
  • Developers given tips to bypass sanctions by region-switching

U.S. Users:

  • Forced into expensive arbitration or federal courts
  • Pay premium prices for same content
  • Rarely win disputes due to mandatory arbitration
  • Limited legal recourse under ToS
  • No support for sanction compliance concerns

Evidence Source

This information was independently verified through analysis of Steam's regional ToS and court records. External research: Steam really loves supporting dictators

The Question

Why does a U.S.-based company make it easier for users in an authoritarian regime to get justice than its own citizens?

Content Moderation Hypocrisy & Child Safety

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Child Safety Verifiable

The Hypocrisy

Steam selectively enforces content moderation in ways that raise serious questions:

What Gets Removed:

  • Adolf Hitler avatars and symbols (automated removal)
  • Historical Nazi imagery (strict enforcement)
  • Minor ToS violations by small users

What Doesn't Get Removed:

  • Igor Girkin "Strelkov": Over 10,000 user profiles glorifying a convicted war criminal
  • Man convicted in Dutch court for downing MH17 (298 deaths)
  • Active recruitment and propaganda content
  • Profiles celebrating ongoing war crimes

Steam is a platform used by millions of children. The selective removal of historical symbols while allowing glorification of living, convicted war criminals shows:

  • Prioritization of optics over actual safety
  • Possible protection of certain political interests
  • Failure to protect children from radicalization
  • Technical capability exists, but will doesn't

Verify Yourself

Test it: Go to Steam user search and type "Strelkov" - see the results for yourself. Then ask why Valve's legal team ignores this while pursuing trivial matters.

Obstruction of Justice & Evidence Tampering

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Criminal Allegation FBI Notification

The Accusation

Valve has systematically obstructed legal processes and potentially tampered with evidence:

Timeline of Obstruction

  • May 7, 2025: Account banned without explanation
  • May-August: Multiple requests for evidence ignored
  • Repeated requests: Transfer investigation to FBI (ignored)
  • Legal notice sent: Valve ignored physical letter
  • After lawyer involvement: Suddenly claims "sold May 3" (4 days before ban)

The Fabrication

Valve claims the account was "sold" on May 3, 2025. This claim:

  • Was never mentioned until lawyers were involved
  • Has zero supporting evidence
  • Contradicts our documented continuous use
  • Conveniently appears only as legal defense
  • Would still not justify GDPR violations

Why This is Obstruction

When a company accused of wrongdoing:

  • Refuses to cooperate with law enforcement
  • Withholds requested evidence
  • Fabricates explanations when legal pressure increases
  • Prevents access to data needed for investigation

...this constitutes obstruction of justice and potentially evidence tampering.

Legal Standard

We work in cybersecurity and have cooperated with the FBI. The legal standard is clear: when wrongdoing is alleged, transfer materials to federal authorities. Valve refuses.

Large-Scale Financial Theft

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Documented Loss $1M+ Value

The Theft

Valve stole access to over $1,000,000 in purchased content, items, and digital property.

What Was Taken

  • 55,000+ games: Purchased through Steam
  • Rare items: CS:GO, Dota 2, collectibles
  • 16,098 badges: Years of collection
  • Level 4751 account: Hundreds of hours invested
  • Community content: Workshop items, reviews, guides
  • Social connections: Friends, groups, community

Valve's Revenue from Us

Through marketplace fees, direct purchases, and transactions, Valve earned hundreds of thousands of dollars from our activity.

Their "Gratitude"

    • Wrongful ban without explanation
    • Complete silence to appeals
    • False accusations without proof
    • Ignored legal notices
    • Fabricated "May 3 sale" story for revenge

Legal Reality

No law in any country allows a company to:

  • Take paid-for property without justification
  • Refuse to provide evidence of wrongdoing
  • Ignore legal data requests
  • Fabricate evidence when legally challenged

Call to Action

This could happen to you. Valve's manipulative rules are designed to let them steal from users whenever they want. Don't stay silent. Don't let them get away with this. If they can steal $1M+ from us, they can steal from anyone.

Commercial Activity Hypocrisy: Creating Rules They Selectively Enforce

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Selective Enforcement Self-Created System

Steam created the entire commercial trading ecosystem, profits massively from it, partners with third-party marketplaces, yet bans users for "commercial activity" at random.

The "Commercial Activity" Rule

Steam has a vague, broadly-worded rule against "commercial activity" that they interpret however they want. The rule supposedly prohibits selling skins for real money on marketplaces or exchange sites.

But here's the problem:

  • The rule is intentionally vague and can be applied to almost anyone
  • Steam decides randomly and arbitrarily who to ban and who to ignore
  • No clear guidelines on what is actually prohibited
  • No warnings before permanent bans
  • No consistent enforcement whatsoever

Steam Created This System

Steam literally built the infrastructure for commercial trading:

  • Official Steam Marketplace: Where users buy/sell items for real money (with Steam taking 15% cut)
  • Steam Trading API: Provides official API for third-party trading sites
  • Trade Offers System: Built specifically to facilitate item transfers
  • Market Listing System: Designed for commercial transactions
  • Steam Guard Mobile: Required for trading - legitimizes the ecosystem

Official Partnerships & Sponsorships

These third-party trading and marketplace sites are OFFICIALLY SPONSORED and advertised at Steam's own esports events:

  • Trading sites advertise at Valve-sponsored CS:GO tournaments
  • Marketplace sites are official partners of Dota 2 championships
  • These sites have official Steam OAuth integration
  • Bots from these sites operate for 5+ years without any blocks
  • Steam profits from every transaction through these partnerships

No Warnings or Prevention

When you initiate a trade, Steam does NOT warn you that:

  • "Exchange must be for items only"
  • "Trading for real money is strictly prohibited"
  • "Using third-party sites will result in permanent ban"
  • "This trade may violate our commercial activity policy"

Steam provides ZERO warnings because they want you to use these systems. They profit from them!

Technical Capability to Block

Steam has the technical ability to:

  • Block API access to third-party trading sites (they don't)
  • Ban bots from known commercial sites (they don't - bots run for 5+ years)
  • Show warnings before trades involving money (they don't)
  • Restrict trading with known marketplace bots (they don't)
  • Remove OAuth authorization from commercial sites (they don't)

Selective & Random Enforcement

Who gets banned? Nobody knows. It appears completely random:

  • Some users trade for years without issue
  • Others get instant permanent bans
  • High-profile traders often protected
  • Small users banned without warning
  • No explanation provided
  • No evidence shown
  • No appeal process

The Real Truth

Steam created this entire commercial ecosystem.

They built the tools, they profit from every transaction, they sponsor the sites, they approve the partnerships, they provide the APIs, they allow the bots to operate for years.

Then they randomly ban users for participating in the system THEY CREATED.

This gives them the power to confiscate any account at any time for any reason, using "commercial activity" as a convenient excuse.

  • Entrapment: Creating a system specifically to later use as ban justification
  • Arbitrary Enforcement: Selective prosecution with no clear rules
  • Financial Manipulation: Profiting from the ecosystem then stealing from participants
  • Legal Manipulation: Vague rules that can apply to anyone at any time
  • Bad Faith: Partnering with sites publicly while banning users privately

The Evidence

  • Trading site bots operating since 2018+ (verifiable via Steam profiles)
  • Official sponsorships at Valve tournaments (publicly documented)
  • Steam API documentation showing official trading endpoints
  • Steam OAuth apps list includes major marketplace sites
  • No warnings in trading interface about commercial activity
  • Steam Market facilitates real-money transactions (15% fee to Valve)

If commercial activity is prohibited, why does Steam:

✓ Build the infrastructure for it?
✓ Profit from it directly?
✓ Sponsor sites that facilitate it?
✓ Allow bots to operate for 5+ years?
✓ Provide APIs specifically for it?
✓ Never warn users about it?

Answer: Because they want to ban whoever they want, whenever they want.

VPN Prohibition Hypocrisy & Arbitrary Permanent Blocks

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Statistical Evidence Arbitrary Enforcement

The VPN "Prohibition"

Steam claims to prohibit VPN usage, yet over 20% of their total traffic flows through VPN providers - and Steam actively tracks, measures, and reports on this traffic.

Statistical Evidence from Steam's Own Data

We analyzed Steam's official CDN statistics (cdn.fastly.steamstatic.com/steam/publicstats/) and found:

Known VPN Providers in Steam's Traffic Stats:

  • M247 Europe (AS9009) - Major VPN infrastructure provider
  • AVAST Software s.r.o. (AS198605) - HideMyAss VPN and AVAST SecureLine
  • ~90% of other listed ASNs - Include Surfshark, VyprVPN, and other major providers

Total VPN Traffic: Over 20% of Steam's global bandwidth

Source: Steam VPN Traffic Analysis

Steam Actively Measures VPN Traffic

Steam's CDN infrastructure:

  • Tracks download speed per VPN provider
  • Monitors traffic volume from known VPN ASNs
  • Publishes statistics including VPN providers
  • Measures performance and optimization for VPN connections
  • Does NOT block or throttle VPN traffic

The Real Problem: Selective Enforcement

VPN usage is only "prohibited" when it's convenient for Steam to ban someone.

  • Terabytes of traffic flow through VPNs daily (20%+ of total)
  • Millions of users use VPNs without issues
  • Some users get permanently banned for "VPN usage"
  • No clear rule about when VPN becomes bannable
  • Steam rate limits make inventory loading impossible without VPN in some regions

The Inventory Rate Limit Trap

Steam's API rate limits are so aggressive that users with large inventories CANNOT load their inventory without using third-party tools or VPNs.

This creates an impossible situation:

  • You need VPN to view your own inventory (due to rate limits)
  • Using VPN is against the rules
  • Not using VPN makes your inventory unusable
  • Steam bans you when it's convenient, citing "VPN usage"

Permanent Blocks Without Cause = The Norm

In any legitimate legal system, punishments have time limits. Steam gives temporary bans for some violations (trade holds, community bans) but permanent bans have NO expiration.

The Legal Problem:

  • You purchased a permanent license for games and items
  • Steam cannot legally confiscate what you own without due process
  • No country allows indefinite punishment without proof
  • Steam gives itself judge, jury, and executioner powers
  • Many bans have expired timers but are NEVER lifted (deliberate manipulation)

Stealing from Children: Steam's Primary Victims

Steam profits from children by confiscating items purchased with parents' money, claiming "theft" or "scam" violations - but never returns items to victims.

When Steam accuses someone of "stealing" skins:

  • Does Steam investigate? No.
  • Does Steam listen to your side? No.
  • Does Steam provide evidence? No.
  • Does Steam return items to the "victim"? No.
  • Does Steam permanently confiscate items? Yes.

What Happens to "Stolen" Items?

If a child gets scammed and loses skins:

Option 1 (Correct): Steam returns items to the child victim
Steam's Option: Permanently lock the items, maintaining item rarity and market value

Steam profits from every "scam" by reducing supply and inflating prices.

The child victim gets nothing. The scammer gets nothing. Only Steam profits.

Steam: The Real Scammer

  • Millions of items confiscated from allegedly "stolen" accounts
  • Never returned to victims (creating artificial scarcity)
  • No public accounting of how many items seized or from whom
  • No transparency on whether support staff made mistakes
  • No recourse for false accusations

Children Are Powerless

Steam targets children because they cannot fight back:

  • Children have no legal resources
  • Parents don't understand digital property laws
  • Steam's "expensive lawyers" intimidate families
  • If you contact consumer protection, Steam deletes your account as revenge
  • Steam claims skins are "worthless" to avoid taxes - but bans users for "stealing" worthless items

The Contradiction: Worthless or Valuable?

Steam's Position Depends on Context:

  • To tax authorities: "Skins have no real value" (to avoid taxes)
  • To users accused of theft: "You stole valuable property" (to justify permanent ban)
  • To victims of scams: "We don't return worthless items"
  • To their shareholders: "Marketplace generates hundreds of millions in revenue"

Real Scammers Are Protected

When actual scammers are caught:

  • Steam protects them with "skins have no value" defense
  • Items are never returned, protecting scammer's "investment"
  • Steam does not report scammers to law enforcement
  • Malware distribution through Steam games goes unpunished
  • Steam bears zero responsibility for infected games or stolen items

Why Does Steam Operate in Countries It Doesn't Respect?

If Steam considers users from certain countries unworthy of rights, why does it operate there and take their money?

  • Steam profits from children in developing countries
  • Steam knows these users have no legal recourse
  • Steam bans them arbitrarily knowing they can't fight back
  • Steam confiscates their property knowing no one will stop them

The Core Questions

Who gave Steam the right to:

✓ Accuse without evidence?
✓ Convict without trial?
✓ Confiscate without due process?
✓ Profit from "stolen" property?
✓ Target children who can't defend themselves?
✓ Operate in countries while denying their citizens basic rights?
✓ Claim items are worthless to avoid taxes, but valuable enough to justify bans?

Answer: No legitimate authority. Steam operates as judge, jury, and executioner.

Enabling Cybercrime: Profiting from Stolen Account Markets & Money Laundering

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Criminal Facilitation Money Laundering

The Scale of the Problem

Steam does absolutely nothing to prevent or combat stolen account markets, despite having full technical capability to do so. Why? Because it's profitable.

2024 Stolen Account Statistics:

  • ~500,000 stolen Steam accounts sold on dark markets in 2024 alone
  • 70% sold through one platform - Lolz.team (Russian-controlled shadow forum under FSB supervision)
  • Public listings with direct Steam profile links - viewable before purchase
  • Zero action from Steam despite public evidence

Lolz.team: The FSB-Protected Marketplace Steam Ignores

Lolz.team is not just a "gray market" - it's a Russian intelligence-controlled operation that Steam deliberately protects.

The Smoking Gun: RKN Protection

  • Lolz.team was added to RKN's blocklist (Russian state censor)
  • Then mysteriously removed - platform is now protected
  • Forum is fully controlled by 3-letter agency in Russia (FSB)
  • Public information - this is not hidden or secret
  • Steam closes its eyes to massive criminal operation

When a platform is removed from RKN's blocklist, it means one thing: Russian intelligence protection.

The Massive Scale: Russian Gray Market Statistics

Research data from 2023-2024 reveals the enormous scope of Steam's complicity:

2023 Russian Gaming Market:

  • 161 billion rubles total spent by Russians on video games
  • 55 billion rubles (~$600 million USD) through "parallel import channels"
  • This includes: Stolen account purchases, key reselling, account trading
  • ~34% of total market is "gray market" operations
  • Lolz.team handles majority of this gray market

$600 MILLION in annual gray market transactions. Steam does nothing.

Why Lolz.team Data is "Confidential"

Lolz.team doesn't publish transaction data for very specific reasons:

  • Competition: Sales data would reveal business success (unlikely - they dominate)
  • "Confidentiality": Operating in "gray zone" against Steam's ToS (real reason)
  • No legal obligation: Private company with no reporting requirements (convenient excuse)
  • ACTUAL REASON: Publishing data would make FSB control and Steam's complicity undeniable

Steam's Deliberate Blindness

With $600M+ annual gray market and FSB-controlled marketplace operating openly, Steam's "inability to act" is a deliberate choice.

What Steam Knows:

  • ✓ Lolz.team is the dominant stolen account marketplace
  • ✓ Platform was added to RKN blocklist then removed (FSB protection)
  • ✓ ~$600M annual gray market volume in Russia alone
  • ✓ 500,000 stolen accounts sold per year
  • ✓ Public listings with direct Steam profile links
  • ✓ Forum controlled by Russian intelligence

Steam's Action: Nothing. Zero. Complete silence.

Steam Enables Criminal Markets

These shadow markets operate openly with Steam's knowledge and tacit approval:

  • Public websites with Steam account listings (thousands daily)
  • Direct links to stolen Steam profiles (pre-purchase verification)
  • Reviews, ratings, escrow services for stolen goods
  • Operating for years without interference from Steam
  • Platforms under direct Russian intelligence control (Lolz.team)
  • $600M+ annual volume in Russia alone (global volume likely $2-3 billion)

High Demand Proves Steam's Complicity

The massive demand for Lolz.team services demonstrates systemic failure:

  • Lolz.team is one of largest marketplaces in CIS for gaming accounts
  • Thousands of transactions daily - impossible to hide
  • Steam accounts are #1 product on the platform
  • High reputation system - sellers operate for years
  • Zero enforcement despite public operation

Steam doesn't fight stolen account markets. Steam IS the stolen account market.

They know about Lolz.team. They know about the $600M gray market. They know about FSB control.

And they do nothing - because every stolen account means new purchases and more profit for Steam.

Why Steam Doesn't Act: The Business Model

The Cycle of Profit:

1. Account stolen → Original owner buys new games
2. Thief sells account → Buyer plays with cheats
3. VAC ban issued → Buyer needs new account
4. Repeat cycle → Steam profits at every step

Steam makes money from the original victim, the thief, the buyer, and the replacement purchases.

Technical Capability to Stop It

Steam has complete technical capability to combat stolen account markets but deliberately chooses not to:

1. Automated Detection

The sequence of actions when selling a stolen account is highly distinctive:

  • Profile link shared on external marketplace (detectable via referrer data)
  • IP address changes (login from different country/region)
  • Email change requests (critical action sequence)
  • Unusual authentication patterns (multiple failed attempts, then success)
  • Immediate listing on marketplace site (profile becomes public on known platforms)

This pattern is TRIVIALLY EASY to detect automatically. Financial institutions detect similar patterns in milliseconds. Steam chooses not to.

2. Manual Collection & Reporting

Why doesn't Steam have:

  • A "Report Stolen Account" button?
  • A form to report stolen account marketplaces?
  • Automated scraping of known dark markets?
  • Cooperation with law enforcement on stolen account rings?
  • Public transparency reports on stolen account recovery?

Answer: Because Steam profits from the crime.

3. Platform Shutdown Capability

Steam could easily:

  • Monitor public stolen account listings (they're not hidden)
  • Collect evidence of marketplace operations
  • Report to law enforcement with full documentation
  • Suspend accounts flagged on dark markets before sale completes
  • Block authentication attempts from known VPN exit nodes used by marketplaces

Steam does none of this.

Steam Has Never Fought Phishing

Phishing operates INSIDE Steam's own platform, yet Steam takes zero meaningful action.

  • Fake Steam login pages shared via Steam chat (for years)
  • Phishing bots friend thousands of users daily (no auto-detection)
  • Scam trade offers with fake item inspections (still work)
  • Malicious profile comments with phishing links (not filtered)
  • Steam Guard bypass techniques known for years (not fixed)

Steam's True Interest: Money, Not Users

Steam's priority is revenue, not user safety:

  • No investment in anti-phishing technology
  • No dedicated stolen account recovery team
  • No cooperation with cybercrime investigators
  • No public reporting on theft statistics
  • No compensation for victims of Steam's inadequate security

Money Laundering Infrastructure

Steam Marketplace = Money Laundering Paradise

Criminal syndicates use Steam to launder dirty money:

The Process:
1. Buy CS:GO/Dota skins with dirty money
2. Trade through multiple accounts (obfuscation)
3. Sell on legitimate marketplace for "clean" money
4. Steam takes 15% cut and looks the other way

Steam profits from every money laundering transaction while claiming "skins have no value" to tax authorities.

Profile Names as Botnet Command & Control

Steam profiles are used as communication backends for botnets and malware:

  • Profile names encode commands (C&C infrastructure)
  • Profile descriptions contain encrypted data (dead drop communication)
  • Comment sections used for data exfiltration
  • Free, anonymous, global infrastructure for cybercriminals
  • Steam doesn't monitor or detect this usage

Malware Distribution Through Steam

Steam has become a major vector for malware distribution:

  • Malicious game mods in Steam Workshop (unverified)
  • Infected save files for Steam Cloud (no scanning)
  • Compromised third-party game keys (sold through Steam inventory)
  • Malicious screenshots with embedded exploits (image parser vulnerabilities)
  • Fake game announcements linking to malware

Steam bears ZERO responsibility when users get infected through Steam's platform.

The Core Contradiction

Steam Claims:

✓ "We care about account security"

✓ "We fight fraud and theft"

✓ "User safety is our priority"


Reality:

✗ 500,000 stolen accounts per year (no action)

✗ Dark markets operate openly (ignored)

✗ Phishing inside Steam (not prevented)

✗ Money laundering via skins (15% profit)

✗ Malware distribution (no responsibility)

The Questions That Demand Answers

Why doesn't Steam:

✓ Monitor publicly-listed stolen accounts?
✓ Provide a "Report Stolen Account" feature?
✓ Implement automatic detection of theft patterns?
✓ Report criminal marketplaces to law enforcement?
✓ Fight phishing happening inside their own platform?
✓ Take responsibility for malware distributed through Steam?
✓ Shut down accounts used for money laundering?
✓ Stop profile names from being used as botnet C&C?

Answer: Because crime is profitable for Steam.

Every stolen account → new purchases → more profit
Every laundered dollar → 15% commission → more profit
Every compromised user → replacement games → more profit
  • Public links to stolen account marketplaces (operating openly for years)
  • Statistics from dark market operators (500K+ accounts/year)
  • Technical analysis of detection patterns (trivially implementable)
  • Examples of phishing bots operating for months (no action)
  • Documentation of profiles used as C&C infrastructure
  • Malware samples distributed through Steam Workshop
  • Money laundering transaction patterns (skin trades)

Legal Implications

Steam's deliberate inaction makes them complicit in:

  • Facilitating theft (knowingly ignoring stolen goods markets)
  • Money laundering (providing infrastructure and profiting from it)
  • Organized cybercrime (enabling criminal infrastructure)
  • Malware distribution (platform used for infection vectors)
  • Obstruction of justice (refusing to cooperate with investigations)

Steam is not a victim of cybercrime. Steam is an active, willing participant and profiteer.

Gambling Hypocrisy: Profiting from Child Gambling While Claiming to Fight It

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Child Exploitation Active Facilitation

The Myth of "Fighting Gambling"

Steam pretends to fight gambling while actively enabling, profiting from, and protecting massive gambling operations targeting children.

csgofast Example: A Case Study in Hypocrisy

csgofast has been involved in multiple lawsuits and legal actions against Valve. In every case, Valve claims they're fighting gambling and denying responsibility.

Smoking Gun Evidence:

  • Visit csgofast's website right now - you'll see Steam OAuth authorization
  • Check the domain registration: Steam authorization active since 2021
  • 4+ years of active partnership - throughout all the lawsuits
  • Valve can see the referrer domain in every OAuth request header
  • Valve approves every single login through their OAuth system

This is how Steam "fights" gambling - by providing active authentication infrastructure for casino sites.

Technical Reality: Steam Knows and Approves

Every time a user logs into csgofast (or any gambling site) using Steam OAuth:

  • The request goes through Steam's authorization servers
  • Steam receives the referrer header showing the gambling site domain
  • Steam can see the OAuth app name and purpose
  • Steam approves the authorization
  • Steam provides user profile data to the gambling site

Steam has real-time visibility into every gambling site login. They could block it instantly. They choose not to.

Steam Inventory Helper: Casino Ads in Steam Interface

The Steam Inventory Helper browser extension is OWNED by csgofast and displays casino advertisements directly inside Steam's interface.

How It Works:

    • Users install Steam Inventory Helper (millions of users) to manage Steam items
    • Extension runs inside Steam website with full access to user data
    • Casino advertisements appear directly in Steam inventory interface
    • Children see gambling ads while browsing their Steam items
    • One-click redirect to csgofast from within Steam

Extension owned by csgofast. Operating for years. Millions of downloads. Zero action from Steam.

Children: The Primary Target

Children are the most vulnerable audience to gambling addiction. Steam knows this and does nothing.

  • CS:GO and Dota 2 have millions of underage players
  • Children have access to parent's payment methods
  • Gambling sites have no real age verification
  • Skin gambling appears "safer" than real casinos to children
  • Addiction patterns form early and last for life

How Gambling Sites Operate (With Steam's Blessing)

The Process:

  • User logs in via Steam OAuth (Steam approves and authenticates)
  • User deposits skins (using Steam's trade API)
  • User gambles (loses 95% of the time - house edge)
  • User loses everything (buys more skins from Steam Market)
  • Steam profits from: OAuth authentication, API usage, marketplace fees (15%), new skin purchases

When Bots Get Banned: Steam Becomes Richer

When Steam finally bans gambling bots (under extreme legal pressure), here's what actually happens:

The Scam:

  • Users have skins deposited in bot accounts
  • Steam bans the bots (confiscating all skins inside)
  • Users lose their deposits (cannot withdraw)
  • Steam keeps the skins (reducing market supply)
  • Skin prices increase (due to artificial scarcity)
  • Steam profits twice: confiscated items + higher prices

In court, Steam claims "losses" from these bans - but users lost, Steam profited.

Legal Theater: Valve's Court Strategy

In lawsuits about gambling, Valve's defense is:

  • "We're victims too" (while profiting from every transaction)
  • "We don't control third-party sites" (while providing OAuth and API access)
  • "Skins have no real value" (while marketplace generates hundreds of millions)
  • "We ban gambling bots" (after years of operation and only under legal pressure)
  • "We lost money from confiscated skins" (users lost, Steam profited from scarcity)

Result: Valve always wins. Gambling continues. Children keep losing.

Why Steam Doesn't Actually Fight Gambling

Gambling is enormously profitable for Steam:

  • Marketplace fees: 15% of every skin transaction
  • Increased trading volume: Gambling drives massive skin trading
  • New purchases: Losing gamblers buy more skins
  • Item scarcity: Confiscated skins drive up prices
  • User engagement: Gambling keeps users on platform
  • API licensing: Third-party sites pay for access

Steam makes millions from gambling. Why would they stop it?

What Real "Fighting Gambling" Would Look Like

If Steam actually wanted to stop gambling, they would:

  • Revoke OAuth authorization for all known gambling sites (instant fix)
  • Block gambling site referrers at API level
  • Detect and ban gambling bots automatically (pattern recognition)
  • Implement age verification for trading and marketplace
  • Block Steam Inventory Helper or demand removal of casino ads
  • Disable trading for accounts flagged for gambling activity
  • Report gambling operations to law enforcement
  • Return confiscated skins to users, not keep them

Steam does NONE of this. Because they profit from gambling.

The Referrer Header Proof

Technical evidence that Steam knows and approves:

Every OAuth Request Contains:

Referer: https://csgofast.com/login

Origin: https://csgofast.com

User-Agent: [browser info]

Steam receives this data. Steam sees "csgofast.com" in every request. Steam approves it anyway.

Gambling Operations Timeline

  • 2013-2015: Skin gambling emerges, Steam profits from marketplace fees
  • 2016: Media exposes underage gambling, Valve sends cease & desist (but keeps OAuth active)
  • 2017-2020: Multiple lawsuits, Valve denies responsibility (while gambling continues)
  • 2021: csgofast OAuth still active (verified by domain registration)
  • 2022-2025: Gambling reaches all-time highs (despite Valve's claims of "fighting" it)
  • 2025 (today): csgofast OAuth still works, Steam Inventory Helper shows casino ads to children
  • If Valve is fighting gambling, why:

    ✓ Is csgofast OAuth still active since 2021?
    ✓ Does Steam Inventory Helper show casino ads to children?
    ✓ Does Steam approve authentication for gambling sites in real-time?
    ✓ Can Steam see referrer headers but does nothing?
    ✓ Do gambling bots operate for years before any action?
    ✓ Does Steam keep confiscated skins instead of returning them?
    ✓ Has gambling increased every year despite Valve's lawsuits?
    ✓ Does Steam profit from marketplace fees on gambling-driven trading?

    Answer: Valve isn't fighting gambling. Valve IS the gambling industry.

    They built the infrastructure. They approve every login. They profit from every loss.
    They target children. They pretend to fight it. They count their money.
    • Live verification: Visit csgofast.com and check Steam OAuth (active right now)
    • Steam Inventory Helper: Install extension and see casino ads (owned by csgofast)
    • Domain registration: OAuth authorization since 2021 (public record)
    • Court documents: Valve's contradictory testimony in gambling lawsuits
    • Technical analysis: Referrer header data proving Steam's knowledge
    • Timeline documentation: Gambling growth despite Valve's "efforts"
    • Financial analysis: Steam's profit from gambling ecosystem

    Legal & Moral Implications

    Steam's actions constitute:

    • Child exploitation: Enabling gambling targeting minors
    • Fraud: Claiming to fight gambling while profiting from it
    • Perjury risk: Contradictory testimony in lawsuits
    • Racketeering potential: Operating gambling infrastructure while denying involvement
    • Regulatory violations: Unlicensed gambling facilitation in multiple jurisdictions
    Steam doesn't fight gambling. Steam IS gambling.

    They built it. They profit from it. They protect it. They target children with it.

    And when caught, they lie in court, confiscate user property, and keep operating.

    This isn't negligence. This is deliberate, calculated exploitation of children for profit.

Russia/China Special Relationship: Sanctions Evasion & Authoritarian Cooperation

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OFAC Violations National Security Threat

Overview: A U.S. Company Serving Authoritarian Regimes

Valve Corporation, a U.S.-based company, maintains special relationships with Russia and China that prioritize profit over U.S. national security, sanctions compliance, and legal obligations.

The Core Contradiction: "Pixels Have No Value"

Valve's position on item value depends on who's asking:

The Double Standard on Value:

  • To U.S. tax authorities: "Skins are worthless pixels, not property, not rental - just an imaginary right invented by Steam"
  • To Chinese authorities: "We banned an account for money laundering $1.7 MILLION worth of items"
  • To users accused of theft: "You stole valuable property - permanent ban"
  • To shareholders: "Marketplace generates hundreds of millions in revenue"

So which is it, Valve? Worthless pixels or $1.7 million in assets? You can't have it both ways.

1. Opaque Cooperation with Authoritarian Regimes

Collaboration with Roskomnadzor (RKN)

Valve has a documented history of complying with Russian state censorship demands without any public transparency.

  • Russian state media (Interfax, TASS) reported Valve removed over 260 materials and 11 web pages at Roskomnadzor's request
  • No transparency about what content was removed or why
  • Immediate compliance with authoritarian censorship demands
  • Cooperation with state agency that censors truth about Ukraine war

Evidence Sources:

The Moscow Times: Steam removes banned content in Russia

The Kyiv Independent: Gaming platform Steam agrees to remove banned content in Russia

Secret Operations in China: The "胖胖King" Case

Valve publicly claims to have no official channel for government requests, yet high-profile cases prove a secret, direct line exists.

Case Study: "胖胖King" (Fat Fat King)

  • Chinese user's account locked containing items valued at over $1 MILLION USD
  • Allegedly targeted by Chinese authorities for "money laundering"
  • No official government request channel exists (according to Valve)
  • Yet account was immediately locked - proving secret cooperation
  • Valve acknowledged $1.7M value to Chinese government while telling U.S. tax authorities "pixels have no value"

Question: If there's no official channel, how did Chinese authorities get Valve to lock a $1M+ account?

Dexerto: CS:GO trader banned with over $1 million in skins

Sportskeeda: CS:GO trader banned with $1 million worth of skins

2. Facilitation of Sanctions Evasion and Money Laundering

Valve's deliberate ambiguity about item value creates an ideal environment for illicit finance and sanctions evasion.

How Steam Enables Sanctions Evasion

  • High-value digital items can transfer wealth across borders (proven by $1M+ accounts)
  • Entities in sanctioned jurisdictions (Russia, Iran, North Korea) can use Steam Market to move funds
  • Purchase items with dirty money → Trade through multiple accounts → Sell for clean currency
  • No KYC (Know Your Customer) requirements on Steam marketplace
  • No anti-money laundering controls despite multi-billion dollar economy

Valve Knows But Does Nothing

We have confirmation from Valve support stating: "The purchase/sale of fraudulent items will lead to a ban on Steam."

This proves:

  • Valve is aware of fraudulent transactions
  • Valve monitors these transactions
  • Valve fails to address systemic money laundering risk
  • Valve ignores sanctions evasion potential

3. Continued Financial Operations in Sanctioned Russia

Valve continues full-scale operations in Russia, paying taxes to the Russian government and directly funding a sanctioned regime engaged in war crimes.

The Facts:

  • Valve generates substantial revenue from Russian market (millions of users)
  • Russian law requires tax payments to Russian government
  • Valve's tax payments directly fund Putin's war machine
  • OFAC FAQ 1118 confirms tax payments to Russian government require special licenses
  • Valve operates without transparency about compliance with sanctions

OFAC Guidance:

OFAC FAQ 1118: Payments of taxes to Russian government require licenses

Question: Does Valve have an OFAC license? If not, are they violating sanctions?

4. Tacit Support for Russian Aggression & Propaganda

Since Russia's invasion of Ukraine, Valve has maintained conspicuous silence while allowing pro-war propaganda to flourish on its platform.

  • No statement condemning Russian invasion
  • No reduction of Russian operations
  • Continues cooperation with Roskomnadzor
  • Allows proliferation of Russian nationalist propaganda
  • Profile items featuring Russian state symbols available globally
  • Pro-war content not moderated

Evidence Source:

Centre for Democracy and Rule of Law (CEDEM): Russian propaganda on Steam platform

Research documents Russian military propaganda and hate speech on Steam, noting platform's community rules are ineffective.

5. Sanctions Evasion Through Platform Loopholes

Regional Pricing Anomaly: Russia as Cheapest Region

Russia has the lowest regional pricing globally - often 200-500% cheaper than USA or Europe - creating massive incentive for sanctions evasion.

The Pricing Scam:

  • Steam's pricing recommendations from 2022 have never been updated
  • Russia remains cheapest region despite sanctions and war
  • Games cost 200-500% less in Russia than USA/Europe
  • Creates financial incentive for users worldwide to falsify location
  • Sanctioned entities can purchase at massive discount

Example: $60 USD game in USA → $12-20 in Russia (same game, 70% discount)

VK Play Media Analysis (Russian): Regional prices in Steam still calculated based on 2022 data

Easy Region Change Mechanism

Valve makes it trivially easy to change store region, enabling sanctions evasion:

  • Connect to VPN in desired region
  • Make one small purchase with payment method from that region
  • Region permanently changed - access to regional pricing
  • No verification of actual residency
  • Openly documented in guides and tutorials

Cybernews Guide: How to change region on Steam (with VPN)

Public guides explain how to exploit this loophole, proving it's common knowledge.

6. The Ultimate Double Standard: Court Access

Russian users get easy, cheap access to justice. Everyone else gets locked into expensive U.S. federal arbitration.

For Russian Users:

  • ✓ Can appeal in any local Russian court - even small regional courts
  • Cheap legal costs (typically under $500)
  • Fast resolution (weeks to months)
  • High success rate - Russian courts routinely order Steam to restore accounts
  • No expensive lawyers needed

For U.S./European Users:

  • ✗ Must use Washington State arbitration or federal court
  • Minimum $100,000+ in legal costs
  • 1+ year waiting time
  • Mandatory arbitration clause prevents class action
  • Valve's expensive lawyers crush individual plaintiffs

A U.S. company gives Russian users better legal rights than American citizens. Let that sink in.

7. Valve's Silence on Ukraine War

Other gaming companies condemned Russian aggression, reduced operations, donated to Ukraine. Valve did NOTHING.

What Other Companies Did:

  • CD Projekt Red (Polish): Suspended sales in Russia and Belarus, donated to humanitarian aid
  • Epic Games: Stopped commerce with Russia, donated $144M to Ukraine relief
  • Microsoft/Xbox: Suspended new sales in Russia
  • Nintendo: Suspended digital sales in Russia
  • EA: Removed Russian teams from FIFA, stopped sales

What Valve Did:

  • Nothing. Complete silence.
  • Full operations continue
  • Lowest prices maintained for Russian market
  • Cooperation with RKN increased
  • Tax payments continue funding Putin's war
  • No donations to Ukraine
  • No statement of support

The Core Questions That Demand Answers

Why does Valve:

✓ Tell U.S. tax authorities "skins are worthless" but tell China "we banned $1.7M in assets"?
✓ Comply with Russian censorship (RKN) but ignore GDPR requests?
✓ Give Russian users cheap prices and easy legal access but charge Americans 500% more with no recourse?
✓ Continue paying taxes to Putin's government while U.S. imposes sanctions?
✓ Have a "secret channel" for Chinese authorities but claim no official process exists?
✓ Allow sanctions evasion through regional pricing loopholes?
✓ Remain silent on Ukraine while other gaming companies took stands?
✓ Allow Russian propaganda but censor anti-war content?

Answer: Because Valve prioritizes profit over U.S. law, national security, and basic human decency.

They serve authoritarian regimes. They evade sanctions. They fund war crimes.
And they do it all while wrapping themselves in the protections of U.S. law.

Evidence Summary & Sources

Appendix A: Roskomnadzor Cooperation

    Appendix B: China Operations & "胖胖King" Case

    Appendix C: Tax Payments & OFAC Compliance

    Appendix D: Russian Propaganda on Platform

    Appendix E: Regional Pricing Exploitation

    Appendix F: Region Change Loophole

    Legal Implications for U.S. Authorities

    Valve's activities constitute potential violations of:

    • OFAC Sanctions: Tax payments to Russian government without proper licensing
    • Export Control Laws: Facilitating access to U.S. technology by sanctioned entities
    • Money Laundering Laws: Operating multi-billion dollar marketplace without AML controls
    • FARA (Foreign Agents Registration Act): Cooperation with Russian state agencies
    • Securities Law: Misleading shareholders about sanctions exposure
    • Tax Evasion: Claiming skins are "worthless" while facilitating $1M+ trades

    Call for Federal Investigation

    We Formally Request Investigation By:

      • U.S. Treasury OFAC - Sanctions compliance violations
      • U.S. Department of Justice - Money laundering facilitation
      • FBI Counterintelligence - Cooperation with foreign intelligence services
      • SEC - Misleading statements to investors and tax authorities
      • IRS - Tax evasion through asset valuation manipulation
      • Congressional Committees - Oversight of U.S. company aiding sanctioned regimes
      Valve Corporation is a U.S. company that serves authoritarian regimes better than it serves America.

      They cooperate with Russian censorship. They enable Chinese surveillance. They evade U.S. sanctions. They fund Putin's war machine. They give Russian citizens more rights than Americans.

      This is not just corporate greed. This is a threat to U.S. national security.

Child Endangerment: Zero Content Moderation & Drug Sales to Minors

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Child Safety Crisis

Overview: Steam is a Hunting Ground for Predators

Steam has ZERO content moderation, no NSFW filtering, and allows drug sales to children in local geo-based chats. This platform endangers millions of minors daily.

Drug Sales in Local Geo-Based Chats

In Dota 2 and other Steam games, local geo-based chats (by city/region) have become drug marketplaces:

The Drug Sales Problem:

  • Local chats organized by city/region in Dota 2 and other games
  • Completely unmoderated text content - no filtering whatsoever
  • Drug sales advertisements have become normalized
  • Direct store advertising with contact information
  • Operating for 5+ years across different geographic regions
  • Confirmed in CIS countries - likely happening globally
  • Children as young as 13 exposed to drug marketplaces

Steam provides the infrastructure for drug dealers to reach children. This is not negligence - this is facilitation.

5+ Years of Zero Action

This is not a new problem. Drug sales in Steam local chats have been documented for over 5 years:

  • Multiple geographic regions affected
  • Thousands of reports from users (ignored)
  • Same dealers operate for years without bans
  • Easy to detect with basic keyword filtering (Steam chooses not to)
  • Pattern recognition would identify dealers instantly (Steam doesn't implement)

Complete Absence of NSFW Filtering

Steam has NO basic content filtering - not even NSFW image detection on a platform rated 13+.

What Steam Allows:

  • Anyone can send anything to anyone (including children)
  • Anyone can write anything to anyone (no keyword filtering)
  • NSFW images sent directly to minors (no detection)
  • Explicit sexual content in messages (no filtering)
  • Grooming messages (no pattern detection)
  • Predator recruitment (no intervention)

Steam's position: "This is not Steam's concern - it's the parents' responsibility."

Steam Does Not Combat Bullying, Harassment, Doxxing, or Swatting

Steam provides ZERO protection against bullying, harassment, doxxing (publishing private information), or swatting threats - all rampant on the platform.

What Steam Ignores:

  • Bullying and harassment campaigns - no intervention
  • Doxxing (publishing addresses, phone numbers, personal data) - not filtered
  • Swatting threats (false emergency calls to victim's address) - not reported to police
  • IP logger links - not filtered or blocked (users exposed)
  • IP address leaks - Steam doesn't protect user IPs from exposure
  • Personal data exposed by malicious actors - no protection
  • Exploitation threats - criminals use leaked data for blackmail
  • Physical threats based on doxxed information - ignored

Steam provides infrastructure for criminals to gather and weaponize user data against victims - including children.

IP Loggers: A Tool for Harassment and Worse

IP logger links are widely shared on Steam to reveal users' locations:

  • Malicious users send IP logger links (Grabify, IP Logger, etc.) in messages and profiles
  • Victims click links - their IP address and approximate location revealed
  • Attackers use this data for doxxing, swatting, physical threats, stalking
  • Steam does NOT filter these links despite being trivially detectable
  • Steam does NOT protect user IPs from exposure through other vectors
  • No warnings to users about malicious link detection
Why don't they filter IP loggers? The technology exists. Every URL shortener can detect known IP logger services. Steam CHOOSES not to protect users.

Real-World Consequences: Children Being Doxxed and Threatened

The lack of protection leads to real harm:

  • Children's home addresses posted publicly on profiles
  • Phone numbers of minors shared for harassment
  • School information posted to threaten children
  • Parents' information leaked for extortion
  • Swatting threats against families (false armed emergency calls)
  • Stalking using location data from IP addresses
  • Physical threats based on real addresses

Steam Blackmails Users Instead of Reporting Crimes

When Steam discovers criminal activity, they don't report it to authorities - they use it as leverage to blackmail users.

Steam's Blackmail Tactics:

  • Discovers rule violations or crimes on platform
  • Does NOT report to law enforcement (even serious crimes)
  • Instead: Uses as leverage to silence users
  • Threatens permanent bans if users complain or seek legal recourse
  • Extorts compliance through fear of losing accounts
  • "Shut up or lose your $1M account" - this is blackmail

Steam weaponizes "violations" to control and silence victims of their abuse.

Pattern of Retaliation and Threats

When users try to exercise their legal rights, Steam retaliates:

  • File GDPR request? Account gets "additional violations" invented
  • Contact consumer protection? Account permanently terminated "as revenge"
  • Hire lawyer? Suddenly "sold account on May 3rd" (fabricated evidence)
  • Request FBI investigation? Ignored and mocked
  • Go public? Threatened with legal action for "defamation"

This is organized criminal behavior: Using threat of financial loss to silence victims and obstruct justice.

Steam's Deliberate Choice to Endanger Children

Valve decided that a platform with millions of users aged 13+ does NOT need:

  • NSFW image filtering (technology exists - they choose not to use it)
  • Keyword filtering for drug sales (trivial to implement)
  • Pattern detection for grooming behavior (exists in other platforms)
  • Age-appropriate content restrictions (deliberately absent)
  • Parental controls that actually work (joke-level implementation)
  • Report button for child endangerment (doesn't exist)

Steam: An Arena for Predators

Court documents and legal cases have documented Steam as a platform where predators operate freely.

Documented in Legal Cases:

  • Steam is mentioned in child predator cases
  • Platform used for grooming and recruitment
  • Direct messaging to minors with no oversight
  • Trading system used to establish trust with children
  • Friend system exploited to bypass parental awareness
  • Profile comments used for predator communication

These facts appear in court documents - but Steam hides them. Why?

Why Does Steam Hide This Information?

The existence of child endangerment on Steam is documented in legal cases, but actively suppressed:

  • No transparency reports on child safety incidents
  • No public acknowledgment of the problem
  • No cooperation with child safety organizations
  • No implementation of industry-standard protections
  • Active suppression of information about predator activity

Who Benefits From Steam's Negligence?

Steam's refusal to implement basic child safety measures raises critical questions:

The Questions:

  • Who benefits from Steam remaining a predator playground?
  • Who is protecting Steam from legal consequences?
  • Why do crimes against children on Steam get covered up?
  • What deals has Steam made to avoid accountability?
  • Who has the power to keep these cases out of public eye?

Comparison: What Other Platforms Do

Every major platform has implemented child safety measures - except Steam:

Industry Standards (That Steam Ignores):

  • Discord: NSFW filtering, keyword detection, mandatory age verification, reporting tools
  • Facebook/Meta: AI content moderation, predator detection, extensive parental controls
  • Xbox Live: Automatic content filtering, strict communication controls, family settings
  • PlayStation Network: Content filtering, age-appropriate restrictions, monitoring tools
  • Roblox: Heavy moderation, chat filtering, parental controls, safety reporting
  • Minecraft (Microsoft): Chat filtering, content moderation, parental controls

What Steam Does:

  • Nothing.
  • Zero filtering.
  • Zero moderation.
  • Zero protection.
  • "Not our problem."

The Technology Exists - Steam Refuses to Use It

Steam could implement child safety measures TODAY with existing technology:

  • NSFW Image Detection: Microsoft Azure, Google Cloud Vision (instant implementation)
  • Keyword Filtering: Basic text analysis (hours to implement)
  • Pattern Recognition: Detect grooming behavior (days to implement)
  • Drug Sales Detection: Simple keyword lists (minutes to implement)
  • Age-Based Restrictions: Already have age data (toggle a setting)
  • Parental Controls: Other platforms solved this years ago
Steam has the technology, the resources, and the knowledge to protect children.

They choose not to. This is not negligence. This is a deliberate decision.

Real-World Impact: What's Happening to Children

While Steam does nothing, children are:

  • Exposed to drug sales advertisements daily
  • Targeted by drug dealers in local chats
  • Sent explicit NSFW content by strangers
  • Groomed by predators using trading system
  • Recruited into illegal activities
  • Contacted by adults with no oversight
  • Gambling addictions developed (see Violation #10)
  • Scammed out of items purchased with parents' money

Steam's Response: "Parents' Responsibility"

Steam claims child safety is solely the parents' responsibility - while providing zero tools for parents to protect their children.

Steam's "Parental Controls" Are a Joke:

  • Can't block direct messages from strangers
  • Can't filter NSFW content
  • Can't prevent trading with adults
  • Can't monitor chat conversations
  • Can't block access to gambling sites (Steam Inventory Helper)
  • Can't restrict friend requests from adults
  • Can't detect grooming behavior
  • Can't report predators effectively

Steam tells parents it's their responsibility - then provides no tools to protect children.

Legal Implications: Crimes Against Children

Steam's platform facilitates multiple crimes against children:

  • Drug Sales to Minors: Providing infrastructure for dealers (felony in most jurisdictions)
  • Child Endangerment: Knowingly operating unsafe platform for minors
  • Distribution of Harmful Material: No filtering of explicit content to children
  • Facilitation of Predatory Behavior: Documented in court cases
  • Gambling to Minors: Enabling underage gambling (see Violation #10)
  • Failure to Report: Not cooperating with law enforcement on child safety

Why Is This Being Covered Up?

The most disturbing question:

Who is protecting Steam?

Court documents show Steam's platform used in child predator cases.

Yet these cases are suppressed, hidden, kept from public awareness.

Steam faces no consequences. No regulation. No oversight.

Drug sales to children for 5+ years. Nothing happens.

Who has the power to protect a company facilitating crimes against children?

Who benefits from keeping these crimes hidden?

Why does Steam:

✓ Allow drug sales to children for 5+ years without action?
✓ Refuse to implement NSFW filtering on a 13+ platform?
✓ Provide zero tools for parents to protect their children?
✓ Allow predators to operate freely without consequence?
✓ Refuse to filter IP loggers and doxxing content?
✓ Blackmail users instead of reporting crimes to authorities?
✓ Retaliate against victims who seek legal help?
✓ Hide information about child endangerment cases?
✓ Refuse industry-standard child safety measures?
✓ Face zero regulatory consequences despite documented harm?
✓ Cooperate with Russian censorship but not child safety organizations?

Answer: Because someone powerful is protecting them.

Drug dealers reach children. Predators groom victims. Explicit content flows freely.
Doxxing and swatting threats. IP addresses stolen. Physical safety compromised.
All documented. All known. All ignored.

Who protects those who hurt children?

The Billion-Dollar Monopoly Targeting Children

Is a billion-dollar monopoly that profits from children - with zero accountability, transparency, or oversight - worthy of this market position?

Don't Children Deserve Better?

    • Don't children deserve safety on platforms they use daily?
    • Don't children deserve transparency about how their data is used?
    • Don't children deserve protection from predators, drug dealers, and criminals?
    • Don't parents deserve tools to actually protect their children?
    • Don't families deserve recourse when harmed by corporate abuse?

    Instead, Steam gives them: Drug markets. Predator playgrounds. Doxxing. Threats. Blackmail. Retaliation.

    This is not what "safe for children" looks like.

    Why Does Everyone Look Away?

    This is not normal. This should not be acceptable. Yet everyone - regulators, media, politicians - looks away.

    The Questions No One Will Answer:

    • Why does no one control or inspect Steam?
    • Why does no regulatory body investigate?
    • Why do politicians stay silent?
    • Why does media ignore these stories?
    • Why are whistleblowers silenced?
    • Why do victims get blackmailed instead of helped?
    • Why is a company working with Chinese and Russian intelligence services operating from Washington?

    Steam Only Hears Law in the USA (Maybe)

    In the United States, Steam might listen to regulators (maybe). In the rest of the world? They completely ignore law and regulators.

    Why Steam Ignores International Law:

    • Fines are easily offset by gambling profits, banned accounts, marketplace fees
    • No country can shut them down - they operate from U.S.
    • Victims can't afford lawyers - especially international cases
    • Regulatory capture - someone protects them in Washington
    • Too big to regulate - monopoly power prevents enforcement

    But how long will this be considered a "good platform safe for children"?

    The Most Disturbing Questions

    Why Can This Even Exist?

    Why does no one control this?

    Why does no one inspect this?

    Why does a company working with Chinese and Russian intelligence services operate from Washington D.C.?

    Who has the power to allow this?

    Who benefits from children being endangered?

    Who protects those who hurt children for profit?

    • Screenshots: Drug sales in local geo-based chats (5+ years of documentation)
    • Court documents: Steam mentioned in child predator cases
    • User reports: Thousands of ignored reports about child safety
    • Technical analysis: Proof of zero content filtering implementation
    • Comparison data: Industry standards Steam refuses to implement
    • Expert testimony: Child safety professionals willing to testify

    Call for Investigation: Crimes Against Children

    We Demand Immediate Investigation By:

    • FBI Crimes Against Children Unit
    • National Center for Missing & Exploited Children (NCMEC)
    • Department of Justice - Child Exploitation Section
    • Federal Trade Commission - Child safety regulations
    • Congressional Committees - Oversight on child online safety
    • State Attorneys General - Child endangerment charges
    • DEA - Drug sales to minors via platform
    Steam is not a gaming platform. Steam is a hunting ground for predators and drug dealers.

    They provide the infrastructure. They refuse basic safety measures. They hide the evidence. They face no consequences.

    When companies that hurt children are protected from accountability, we must ask: Who is protecting them, and why?

Employment Fraud & Tax Evasion: Unofficial Workers Paid "Under the Table"

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Tax Fraud Labor Law Violations

Overview: Steam Employees Work "Unofficially"

Steam employs workers who are not officially registered as employees. These workers receive salaries while officially registered as "unemployed" - a deliberate tax evasion scheme.

The Russian Employment Fraud (Since ~2014)

Steam employees in Russia work for Valve but are not officially employed:

The Scheme:

  • Workers employed by Steam since approximately 2014
  • Officially registered as "unemployed" with Russian authorities
  • Receive salaries from Valve - but "under the table"
  • Work continues to present day (2025) - over 10 years
  • No official employment contracts on record
  • No social security contributions paid
  • No official tax withholding by employer

This is systematic employment fraud and tax evasion by a U.S. corporation.

Why This Fraud Scheme Benefits Steam

By keeping employees "unofficial," Valve evades multiple legal and financial obligations:

1. Tax Evasion (Russian Side)

  • No employer taxes paid to Russian government
  • No social security contributions (Pension Fund, Social Insurance Fund)
  • No payroll tax (13% personal income tax not withheld)
  • No unemployment insurance contributions
  • Estimated savings: 30-34% of salary costs avoided

2. Labor Law Evasion

  • No employment rights for workers (sick leave, vacation, severance)
  • No liability for workplace injuries or conditions
  • No union protections or collective bargaining
  • Workers can be terminated instantly without legal recourse
  • No employment discrimination protections

3. Sanctions Evasion

  • No official presence in Russia (on paper)
  • Avoids scrutiny from OFAC and U.S. regulators
  • Can claim "no employees in Russia" to authorities
  • Hides scale of Russian operations from public view

The Workers: Trapped in Illegal Employment

Workers in this scheme have no legal protections and face serious personal risks:

Worker Vulnerabilities:

  • No official work history - years of employment "don't exist"
  • No pension contributions - losing retirement benefits
  • No health insurance through employment
  • Personal tax liability - workers must report income or face criminal charges
  • Can't prove employment for mortgages, loans, visas
  • Can be fired instantly with no recourse
  • Complicit in tax fraud - legal risk for workers themselves

Valve exploits workers while evading legal obligations.

How This Works: The Payment Structure

Valve likely uses one of these methods to pay "unofficial" workers:

Possible Payment Methods:

  • Contractor Agreements: Workers classified as "independent contractors" (but function as employees)
  • Offshore Payments: Salaries paid through foreign entities (Cyprus, Malta, etc.)
  • Cash Payments: Direct cash transfers to avoid banking records
  • Cryptocurrency: Using crypto to hide payment trails
  • Third-Party Intermediaries: Shell companies used to obscure employer relationship

All of these methods are designed to hide the employment relationship and evade taxes.

Why Since 2014? The Crimea Connection

The timing is not coincidental. 2014 was when Russia annexed Crimea and initial sanctions began.

  • 2014: Russia annexes Crimea, U.S. imposes first sanctions
  • 2014: Steam shifts to "unofficial" employment in Russia
  • Coincidence? Unlikely - this was a deliberate strategy
  • Goal: Maintain Russian operations while hiding them from U.S. regulators
  • Result: 10+ years of systematic tax fraud and labor exploitation

Scale of the Problem: How Many Workers?

The exact number is unknown, but we can estimate:

  • Steam has millions of Russian users
  • Russian-language customer support team needed
  • Russian content moderators (such as they are)
  • Russian payment processing specialists
  • Russian legal and compliance staff (working with RKN)
  • Estimated: 50-200+ workers in Russia alone

If replicated in other countries, the global scale could be 500-1000+ unofficial workers.

Legal Violations: Multi-Jurisdictional Fraud

United States Violations:

  • FCPA (Foreign Corrupt Practices Act): Bribing officials through tax evasion schemes
  • IRS Reporting: Failure to report foreign employment and payments
  • OFAC Sanctions: Hidden operations in sanctioned jurisdiction
  • Securities Fraud: Misrepresenting operational costs to shareholders
  • Money Laundering: Structuring payments to avoid detection

Russian Violations:

  • Tax Code Article 226: Failure to withhold personal income tax
  • Labor Code violations: Employing workers without contracts
  • Social insurance fraud: Not paying mandatory contributions
  • Administrative Code: Operating without proper business registration

International Law:

  • OECD Guidelines: Multinational enterprise standards violated
  • ILO Conventions: Worker rights violations
  • Transfer Pricing Rules: Manipulation of inter-company transactions

Why Russian Authorities Allow This

Russian authorities are aware but allow it - this reveals the corrupt relationship between Steam and Russian government.

Why Russia Tolerates Steam's Fraud:

  • Steam cooperates with Roskomnadzor (RKN) on censorship (see Violation #11)
  • Steam provides entertainment to Russian population (political stability tool)
  • Steam employs Russians (unofficial jobs still reduce unemployment)
  • Steam pays some taxes (VAT on sales, even if not employment taxes)
  • Quid pro quo: Steam gets tax breaks in exchange for cooperation

This is corruption at the highest level - a U.S. company and Russian government in illegal partnership.

Financial Impact: Millions in Evaded Taxes

Conservative estimate of tax evasion over 10 years (2014-2024):

Estimated Tax Evasion (Russia Only):

  • Number of workers: ~100 (conservative estimate)
  • Average annual salary: $30,000 USD equivalent
  • Employer tax burden: ~34% (Russian social contributions + payroll taxes)
  • Annual evasion per worker: ~$10,200
  • Total annual evasion: ~$1,020,000
  • Over 10 years: ~$10,200,000

Over $10 MILLION in evaded Russian taxes - just for Russia. Global total likely $50M+.

Other Countries: Likely the Same Pattern

If Steam is doing this in Russia, they're likely doing it elsewhere:

  • China: Similar "unofficial" employment likely
  • CIS Countries: Kazakhstan, Belarus, Ukraine (before war)
  • Southeast Asia: Philippines, Indonesia, Vietnam
  • Latin America: Brazil, Argentina, Mexico
  • Pattern: Countries with weaker labor enforcement and corruption

Why This Matters: Beyond Money

This isn't just about tax evasion - it reveals Steam's fundamental operating philosophy:

  • Rules don't apply to Valve - they operate above the law
  • Workers are exploitable - no rights, no protections
  • Corruption is acceptable - bribing governments through cooperation
  • Fraud is normalized - systematic illegal activity for over a decade
  • No accountability - despite public evidence, no enforcement
✓ Employ workers "unofficially" for over 10 years?
✓ Evade $10M+ in Russian taxes (likely $50M+ globally)?
✓ Exploit workers by denying them legal protections?
✓ Hide employment relationships from U.S. regulators?
✓ Start this scheme in 2014 (exactly when Crimea sanctions began)?
✓ Face zero consequences despite public evidence?
✓ Maintain corrupt relationships with foreign governments?
✓ Violate labor laws in multiple jurisdictions simultaneously?

Answer: Because Valve operates above the law - and powerful interests protect them.

10+ years of systematic fraud. Millions in evaded taxes. Workers exploited.
Who protects a company that commits fraud in multiple countries?
  • Worker testimony: Current and former "unofficial" employees willing to speak
  • Payment records: Evidence of offshore/irregular payment structures
  • Timeline analysis: Correlation between 2014 sanctions and employment changes
  • Tax analysis: Calculation of evaded taxes across jurisdictions
  • Comparative data: How legitimate companies handle international employment
  • Russian government records: Lack of official Valve employment in Russia despite operations

Call for Investigation: Multi-Jurisdictional Fraud

  • U.S. Internal Revenue Service (IRS) - Tax evasion and offshore payments
  • U.S. Department of Labor - International labor standards violations
  • U.S. Treasury OFAC - Hidden operations in sanctioned jurisdictions
  • U.S. Securities and Exchange Commission (SEC) - Misleading shareholders
  • U.S. Department of Justice - FCPA violations, money laundering
  • Russian Federal Tax Service - Payroll tax evasion
  • Russian Ministry of Labor - Labor code violations
  • OECD - Multinational enterprise standards violations
  • International Labour Organization (ILO) - Worker rights violations

Valve employs workers "unofficially" to evade taxes, exploit labor, and hide operations from regulators.

10+ years of systematic fraud. Multiple countries. Millions in evaded taxes. Workers denied basic rights.

This is not a mistake. This is deliberate, calculated, multi-jurisdictional fraud - and someone is protecting them from consequences.

📂 Request Full Evidence Package

For verified journalists, investigators, legal professionals, and regulatory agencies, we can provide:

    • Complete correspondence history with Valve
    • Screenshots and screen recordings
    • Technical logs and metadata
    • Financial transaction records
    • Legal notices and responses
    • Timeline documentation
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    Contact for Investigation

    fucksteam@moneylead.gg