Report: black market for stolen game logins generates $1B annually, with logins for Fortnite, Roblox, Minecraft, and RuneScape accounting for ~$700M in sales
Stealing Your Skins Evan Sully / Business Insider : Stolen Fortnite accounts are being sold on the black market for hundreds of dollars Tweets: Subrahmanyam Kvj / @sub8u : There's always a market. βTens of thousands of Fortnite accounts are being sold online daily in a black market for stolen video-game accounts that generates $1 billion annuallyβ https://www.bloomberg.com/... https://twitter.com/... Vinny Troia / @vinnytroia : I wrote a report on the Billion dollar Underground Economy of Hacked #Fortnite and Roblox Accounts,. Check it out. https://www.dataviper.io/... #databreach Nick Turner / @newsynick : Stolen Fortnite accounts are going for $200 to $250 apiece on the black market, researchers found. https://www.bloomberg.com/... via @olgakharif Alistair Barr / @alistairmbarr : Does Apple get 30% of this? I just want to make sure the system is working properly https://www.bloomberg.com/...
Context & Ripple Effects
This report puts a number on what Valve confronted back in 2015, when it tightened trading security amid 77,000 monthly account hijackings: in-game inventories have become liquid enough that the login itself is the prize. With stolen Fortnite accounts fetching $200β$250 apiece, four games' logins alone account for roughly $700M of an estimated $1B annual black market.
The exposure is concentrated where monetization is deepest. Fortnite's revenue engine β the same one behind Epic's $1.25B raise and its commission fights with Apple β makes each compromised account a resale asset. Roblox, already facing a report on its treatment of young developers, now appears at the center of a second, criminal economy running on top of its own.
First-order effects
- Players of Fortnite, Roblox, Minecraft, and RuneScape face direct account theft with real resale value, while Epic and Roblox absorb the support burden and trust damage from tens of thousands of listings surfacing daily.
Second-order effects
- The precedent is Valve's response five years earlier: platforms with tradeable assets get pushed into mandatory two-factor authentication and tighter transfer controls, raising friction for legitimate traders to choke off stolen-goods liquidity.
Third-order effects
- As secondary-market activity around these games grows β studios paying $1M+ for Roblox titles, skins reselling for hundreds of dollars β account security stops being an IT checklist item and becomes the custody layer for real-money economies, inviting both formalized marketplaces and regulatory attention.
The trend: In-game economies are minting enough real-world value that account security is shifting from player-support problem to financial-infrastructure problem for the platforms that host them.