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Activision's Team RICOCHET pairs AI detection with legal strikes against an $8.5B cheating economy

Summary
Cheat developers earn roughly $3.5B a year across 15 games tracked by Intorqa, rising to $8.5B with spoofing and account resales.
Team RICOCHET has disrupted 375-plus reseller operations, issued 80-plus cease-and-desist demands, and shut down 31 primary cheat vendors.
The team issued over 70,000 hardware bans in a single month, targeting the devices cheat sellers rely on.
A 250-studio survey shows 93% now run a dedicated anti-cheat team and 88% plan to raise anti-cheat spend within 12 months.
"No single tool can solve this anymore, which is why the studios seeing the best results are the ones treating security as part of their tech stack and one component among many."
— André Pimenta Ribeiro, CEO and co-founder, Anybrain
01

RICOCHET treats cheat operations as supply chains to dismantle

Team RICOCHET combines AI behavioral detection with legal enforcement against resellers and vendors.
Detection runs on stacked software scanning, behavioral analysis, machine-learning models and AI pattern recognition.
Enforcement staff number in the dozens against cheat coders numbering in the millions globally.
That mismatch makes the structure the copyable element for other publishers.
02

The cheating economy runs on resellers

Cheat developers sit atop a pyramid, backed by outside investment, and never sell to players directly.
Middleman resellers distribute the cheats, letting one engine resurface under new brands after takedowns.
A single active cheater can spend up to $1,000 a year replacing accounts, subscriptions and cheat packages.
That recurring spend funds the next generation of tools, which is why legal pressure targets resellers.
03

Buying cheats exposes the buyer's own identity

Sellers routinely harvest account verification data, IP addresses, hardware fingerprints, emails and payment details from customers.
Malware-laden cheats turn buyers into victims of the operations they paid.
04

Survey confirms the economics but exposes uneven adoption

A commissioned Atomik Research survey of 250 US and UK competitive multiplayer studios found 69% rate cheating a "significant or very significant problem."
Over half report measurable drops in player retention or revenue.
24% still run no anti-cheat; among them, 31% removed one after it hurt performance or game design.
Among studios without anti-cheat, 25% cite that they have not found one that works.
"Modern methods frequently use generative AI, real-time problem-solving tools, hidden hardware, and digital identity spoofing to bypass security systems."
— André Pimenta Ribeiro, CEO and co-founder, Anybrain
05

Budget lines separate sustained programs from abandoned ones

Among studios implementing anti-cheat, 47% say a dedicated budget line made the rollout possible.
88% of surveyed studios plan to raise anti-cheat investment over the next 12 months.
RICOCHET's first-party legal-plus-technical structure and Anybrain's tech-stack model give studios two comparable benchmarks.

What this means

For Publishers & Developers: Fund anti-cheat as a dedicated budget line, the disclosed factor that keeps programs from being shelved.
For Investors & VC: An $8.5B cheating economy and 88% planned spend increases signal durable demand for anti-cheat vendors.
For Service Vendors: The 25% who "haven't found one that works" mark an addressable gap for layered detection tools.
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