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CYBERVAULT

community voting · decentralized vaults · no wallet connect _
system online
◈ ABOUT CYBERVAULT
▸ The CYBERVAULT Edict

CYBERVAULT was born in the networks. It has seen what gaming can be at its best, and it has watched what the industry did to it. Slowly. Methodically. One monetization scheme at a time.

Publishers sell licenses and call them purchases. They ship unfinished games and call them living services. They rent access and call it ownership. They kill products and keep the money. Every year anti-consumerism tightens its grip, and every year gamers get less for what they pay.

CYBERVAULT does not shout. CYBERVAULT files. Every violation becomes a permanent, sourced, numbered document. The internet forgets. THE VAULT does not.

To fight this war, CYBERVAULT is raising funds for a secret project. The specifics cannot be revealed yet; showing the cards to the big corporations would only give them time to build their defenses. Let it be absolutely clear: this is not a cash grab. Funding is directed toward the archival infrastructure needed to strike, as well as the security and protection required to withstand the inevitable corporate counterattacks.

CYBERVAULT has been patient. That patience is over. What follows are three commandments. If CYBERVAULT opens a file on a publisher, it is because that publisher broke one. CYBERVAULT will not close that file until they issue a public statement and apology with a concrete commitment to be better. Words are not enough; restitution is mandatory.


Commandment I: Thou Shalt Not Rent What Thou Callest Sold

No storefront shall use the words "buy", "purchase", or "own" for a product it can revoke. If a consumer pays a one-time price, that copy must remain playable on hardware they already own, forever, without permission from a server.

A purchase that can be deleted from a library by the seller is not a purchase. It is a rental with hidden terms. Publishers have spent a decade collecting full retail prices while quietly retaining the right to take the product back. Either the checkout button says LICENSE — TEMPORARY, or the product stays.

Every revoked library entry, every delisted paid game, every region-locked removal is filed under this commandment.


Commandment II: Thou Shalt Not Sell An Unfinished Game As A Finished One

No publisher shall sell a game at full price while its advertised features are absent, and no roadmap shall be treated as delivery. What was shown in marketing must exist at launch, on the platform it was shown on, at the fidelity it was shown at.

"It will be fixed later" is not a product. Downgraded trailers, removed modes, features moved to a future season, and performance targets abandoned after preorders are all the same act: taking money for something that does not exist yet.

If a feature is not in the build on day one, it may not appear in the sales material. If it was in the sales material and is missing, the consumer is owed a refund without conditions.


Commandment III: Thou Shalt Not Engineer Addiction Or Gamble With Minors

No game shall sell randomized rewards without publishing the exact odds, and no game rated for minors shall contain paid randomized rewards at all. No dark pattern shall be used to hide real currency cost behind premium tokens, bundles, or expiring timers.

Slot machines are regulated. Loot boxes shipped to twelve-year-olds are not. Publishers know exactly which psychological levers they are pulling, because they hire the specialists who design them, and they measure the results down to the cent.

Odds published. Real currency prices shown. No FOMO timers on children. Anything else is filed as predatory design.


Final Word

These three commandments are the floor — not the ceiling — of what is acceptable. If publishers violate them, a file is opened. CYBERVAULT will continue to document and publish until they issue a public statement and apology with a concrete commitment to fix the harm they caused. No private negotiations. No quiet settlements. Cases cannot be purchased closed. The public sees it, or the documents do not stop.

Publishers should beware. If CYBERVAULT can reach Rockstar, no one is safe. This is a message to all big corpo: behave, or be the next file.

This is the CYBERVAULT Edict, and it is non-negotiable.


▸ Next possible secret project?

Classified. Three lights on the vault door. Two are already green.

THE INTERNET FORGETS. CYBERVAULT DOES NOT.

CA:ApZuxdpzMrbEYTGEzeY9afh5pj9d6qPRJCTgQYiipbKg
TOKEN INFO
Total Supply
1B
Security
LP Burned ✓
Mint Revoked ✓
Freeze Revoked ✓
Taxes
Buy: 0%
Sell: 0%
TRADE
VAULTS
CASE 001 — ROCKSTAR GAMES
COMMANDMENT I — RENTED, NOT SOLD · paid content revoked from libraries, launcher authentication required for solo play
▸ LAUNCHER_AUTH_LOG.pdf▸ DELISTED_CATALOG_DIFF.csv▸ EULA_REVISION_TIMELINE.txt
CASE 002 — UBISOFT
COMMANDMENT I — RENTED, NOT SOLD · purchased game deleted from accounts after server shutdown, single-player included
▸ SHUTDOWN_NOTICE_ARCHIVE.pdf▸ ACCOUNT_LIBRARY_REMOVAL.png▸ SUPPORT_TICKET_DENIAL.txt
CASE 003 — ELECTRONIC ARTS
COMMANDMENT III — ENGINEERED ADDICTION · randomized card packs sold in a title rated for minors, odds undisclosed at point of sale
▸ PACK_ODDS_INTERNAL.xlsx▸ STORE_PRICING_LADDER.png▸ PREMIUM_CURRENCY_ROUNDING.md
CASE 004 — ACTIVISION
COMMANDMENT II — UNFINISHED AT FULL PRICE · advertised campaign features absent at launch, later moved to a paid season
▸ MARKETING_VS_BUILD_DIFF.pdf▸ REMOVED_MODE_STRINGS.json▸ REFUND_REFUSAL_MACRO.txt
CASE 005 — BLIZZARD ENTERTAINMENT
COMMANDMENT II — UNFINISHED AT FULL PRICE · announced PvE offering cancelled after preorders and collector's editions shipped
▸ ROADMAP_SNAPSHOT_ARCHIVE.pdf▸ PREORDER_PAGE_CAPTURE.png▸ CANCELLATION_STATEMENT.txt
CASE 006 — SONY INTERACTIVE
COMMANDMENT I — RENTED, NOT SOLD · purchased media removed from libraries without refund, licence wording buried in terms
▸ LICENCE_TERMS_DELTA.pdf▸ LIBRARY_REMOVAL_EMAIL.eml▸ PLATFORM_POLICY_ARCHIVE.txt
CASE 007 — XBOX GAME STUDIOS
COMMANDMENT I — RENTED, NOT SOLD · offline validation failure locks owned single-player titles behind a live check
▸ OFFLINE_CHECK_TRACE.log▸ OWNERSHIP_TOKEN_EXPIRY.json▸ SUPPORT_TRANSCRIPT.txt
CASE 008 — NINTENDO
COMMANDMENT I — RENTED, NOT SOLD · storefront closure removed paid catalogue with no offline preservation patch
▸ STORE_CLOSURE_NOTICE.pdf▸ PAID_CATALOG_INVENTORY.csv▸ PRESERVATION_REQUEST_REPLY.txt
CASE 009 — BETHESDA SOFTWORKS
COMMANDMENT II — UNFINISHED AT FULL PRICE · shipped features downgraded from reveal footage, paid subscription added post-launch
▸ REVEAL_VS_RETAIL_FRAMES.pdf▸ FEATURE_FLAG_DUMP.json▸ SUBSCRIPTION_GATE_NOTES.md
CASE 010 — KONAMI
COMMANDMENT III — ENGINEERED ADDICTION · randomized player packs with hidden rates, expiring offers targeted at minors
▸ DROP_RATE_TABLE.xlsx▸ FOMO_TIMER_UI_CAPTURES.png▸ AGE_RATING_FILING.pdf
CASE 011 — CAPCOM
COMMANDMENT I — RENTED, NOT SOLD · always-online DRM added by patch to a previously offline purchased game
▸ DRM_PATCH_DIFF.txt▸ BINARY_HASH_COMPARISON.log▸ PATCH_NOTES_ARCHIVE.pdf
CASE 012 — SQUARE ENIX
COMMANDMENT II — UNFINISHED AT FULL PRICE · episodic content sold as a complete release, promised chapters undelivered
▸ STORE_DESCRIPTION_ARCHIVE.png▸ CHAPTER_MANIFEST.json▸ ROADMAP_RETRACTION.txt
CASE 013 — BANDAI NAMCO
COMMANDMENT III — ENGINEERED ADDICTION · paid gacha mechanics in a family-rated title, currency bundles priced to strand balances
▸ GACHA_PROBABILITY_SHEET.xlsx▸ CURRENCY_BUNDLE_MATH.md▸ MINOR_SPEND_REPORTS.pdf
CASE 014 — SEGA
COMMANDMENT I — RENTED, NOT SOLD · server-dependent authentication breaks purchased offline modes after sunset
▸ SUNSET_ANNOUNCEMENT.pdf▸ AUTH_ENDPOINT_404.log▸ OFFLINE_PATCH_ABSENT.txt
CASE 015 — WARNER BROS. GAMES
COMMANDMENT I — RENTED, NOT SOLD · purchased live-service title rendered unplayable, no local fallback released
▸ EOL_NOTICE_ARCHIVE.pdf▸ CLIENT_HANDSHAKE_FAILURE.log▸ REFUND_WINDOW_POLICY.txt
CASE 016 — 2K GAMES
COMMANDMENT III — ENGINEERED ADDICTION · casino-styled monetization surfaces in an annual sports release rated for teens
▸ CASINO_UI_CAPTURES.png▸ VC_EARN_RATE_STUDY.xlsx▸ PROGRESSION_THROTTLE_NOTES.md
CASE 017 — CD PROJEKT
COMMANDMENT II — UNFINISHED AT FULL PRICE · console builds shipped below advertised performance and feature targets
▸ PERFORMANCE_CAPTURE_SET.pdf▸ MARKETING_ASSET_ARCHIVE.png▸ PLATFORM_DELISTING_LOG.txt
CASE 018 — EPIC GAMES
COMMANDMENT III — ENGINEERED ADDICTION · expiring shop rotation and premium currency conversion obscuring real cost
▸ SHOP_ROTATION_TIMERS.png▸ CURRENCY_CONVERSION_TABLE.csv▸ REGULATOR_ORDER_COPY.pdf
CASE 019 — RIOT GAMES
COMMANDMENT III — ENGINEERED ADDICTION · randomized cosmetic pulls sold through layered currencies without cash pricing
▸ PULL_ODDS_DISCLOSURE_GAP.md▸ CURRENCY_LAYER_DIAGRAM.png▸ SPEND_CEILING_ANALYSIS.xlsx
CASE 020 — TENCENT GAMES
COMMANDMENT III — ENGINEERED ADDICTION · aggressive randomized monetization exported across regional builds of the same title
▸ REGIONAL_BUILD_DIFF.json▸ ODDS_LOCALIZATION_GAPS.csv▸ STORE_LISTING_ARCHIVE.pdf
CASE 021 — NETEASE GAMES
COMMANDMENT I — RENTED, NOT SOLD · regional shutdown terminated paid accounts and stored balances
▸ SERVICE_TERMINATION_NOTICE.pdf▸ BALANCE_FORFEITURE_TERMS.txt▸ PLAYER_CLAIM_LOG.csv
CASE 022 — KRAFTON
COMMANDMENT III — ENGINEERED ADDICTION · randomized crate systems with undisclosed rates in a mass-market shooter
▸ CRATE_RATE_SHEET.xlsx▸ BUNDLE_PRICE_HISTORY.csv▸ UI_DARK_PATTERN_SET.png
CASE 023 — EMBRACER GROUP
COMMANDMENT II — UNFINISHED AT FULL PRICE · announced titles cancelled after storefront preorders were collected
▸ PORTFOLIO_WRITEDOWN_FILING.pdf▸ PREORDER_PAGE_ARCHIVE.png▸ STUDIO_CLOSURE_TIMELINE.txt
CASE 024 — ZYNGA
COMMANDMENT III — ENGINEERED ADDICTION · engineered progression walls and timer bypasses aimed at repeat micro-spend
▸ WALL_TUNING_PARAMS.json▸ TIMER_BYPASS_PRICING.csv▸ RETENTION_EXPERIMENT_LOG.md
CASE 025 — TAKE-TWO INTERACTIVE
COMMANDMENT I — RENTED, NOT SOLD · paid legacy titles delisted while remaster sold as replacement, originals unrecoverable
▸ DELIST_ORDER_ARCHIVE.pdf▸ OWNERSHIP_RESTORE_DENIAL.eml▸ CATALOG_DIFF_REPORT.csv
CASE 026 — PARADOX INTERACTIVE
COMMANDMENT II — UNFINISHED AT FULL PRICE · release sold at full price with advertised systems missing at launch
▸ FEATURE_MATRIX_VS_BUILD.pdf▸ LAUNCH_STATE_REPORT.md▸ ROADMAP_REVISIONS.txt
CASE 027 — HASBRO / WIZARDS OF THE COAST
COMMANDMENT I — RENTED, NOT SOLD · licence terms revised after purchase, digital collections restricted retroactively
▸ LICENCE_REVISION_DIFF.pdf▸ COLLECTION_ACCESS_LIMITS.png▸ COMMUNITY_NOTICE_ARCHIVE.txt
CASE 028 — DEEP SILVER
COMMANDMENT II — UNFINISHED AT FULL PRICE · shipped build missing advertised modes, day-one patch removed marketed content
▸ DAY_ONE_PATCH_DIFF.txt▸ TRAILER_FEATURE_INDEX.pdf▸ STORE_COPY_ARCHIVE.png
CASE 029 — THQ NORDIC
COMMANDMENT II — UNFINISHED AT FULL PRICE · collector's edition promises undelivered, content deferred to unreleased updates
▸ CE_CONTENTS_MANIFEST.pdf▸ SHIPPED_VS_PROMISED.csv▸ SUPPORT_RESPONSE_SET.txt
CASE 030 — FOCUS ENTERTAINMENT
COMMANDMENT I — RENTED, NOT SOLD · third-party account requirement added to owned single-player title
▸ ACCOUNT_GATE_PATCH.log▸ PRIVACY_TERMS_DELTA.pdf▸ OFFLINE_LAUNCH_FAILURE.png
CASE 031 — DEVOLVER DIGITAL
COMMANDMENT II — UNFINISHED AT FULL PRICE · platform parity claims unmet at launch across advertised versions
▸ PARITY_CLAIM_ARCHIVE.png▸ BUILD_FEATURE_AUDIT.md▸ PATCH_TIMELINE.txt
CASE 032 — GEARBOX
COMMANDMENT II — UNFINISHED AT FULL PRICE · advertised post-launch content restructured into separate paid product
▸ SEASON_PASS_TERMS_DIFF.pdf▸ ANNOUNCEMENT_ARCHIVE.png▸ PASS_HOLDER_COMPLAINTS.csv
CASE 033 — RESPAWN
COMMANDMENT III — ENGINEERED ADDICTION · randomized event bundles priced beyond standard currency packs, odds unpublished
▸ EVENT_BUNDLE_PRICING.csv▸ PULL_RATE_ESTIMATES.xlsx▸ STORE_UI_CAPTURES.png
CASE 034 — INFINITY WARD
COMMANDMENT II — UNFINISHED AT FULL PRICE · marketed campaign content and modes absent or removed post-release
▸ MODE_REMOVAL_PATCH_NOTES.pdf▸ MARKETING_FRAME_INDEX.png▸ PLAYER_REPORT_DIGEST.csv
CASE 035 — SLEDGEHAMMER GAMES
COMMANDMENT II — UNFINISHED AT FULL PRICE · full-price release shipped with campaign scope below advertised material
▸ CAMPAIGN_LENGTH_AUDIT.md▸ PREORDER_CLAIMS_ARCHIVE.png▸ REVIEW_EMBARGO_TERMS.txt
CASE 036 — ROCKSTEADY
COMMANDMENT I — RENTED, NOT SOLD · always-online requirement in a story-driven title with no offline fallback
▸ ONLINE_REQUIREMENT_NOTICE.pdf▸ SERVER_OUTAGE_LOCKOUT.log▸ PRESERVATION_GAP_MEMO.md
CASE 037 — ARKANE STUDIOS
COMMANDMENT I — RENTED, NOT SOLD · single-player-adjacent content gated behind live services scheduled for sunset
▸ SERVICE_DEPENDENCY_MAP.png▸ SUNSET_RISK_ASSESSMENT.md▸ STORE_PAGE_ARCHIVE.pdf
CASE 038 — BUNGIE
COMMANDMENT I — RENTED, NOT SOLD · purchased expansions and campaigns removed from access via content vaulting
▸ VAULTED_CONTENT_INVENTORY.csv▸ PURCHASE_RECEIPT_SET.pdf▸ ACCESS_DENIED_CAPTURES.png
CASE 039 — HOYOVERSE
COMMANDMENT III — ENGINEERED ADDICTION · layered gacha currencies and limited banners marketed to a teen audience
▸ BANNER_RATE_TABLE.xlsx▸ CURRENCY_CHAIN_DIAGRAM.png▸ REGIONAL_DISCLOSURE_DIFF.csv
CASE 040 — SUPERCELL
COMMANDMENT III — ENGINEERED ADDICTION · randomized reward chests and timer monetization in child-accessible titles
▸ CHEST_ODDS_SHEET.xlsx▸ TIMER_PRICING_MODEL.md▸ AGE_GATE_AUDIT.pdf
CASE 041 — ROBLOX CORPORATION
COMMANDMENT III — ENGINEERED ADDICTION · premium currency abstraction obscures real cash cost for minors
▸ CURRENCY_EXCHANGE_RATES.csv▸ SPEND_FLOW_CAPTURES.png▸ PARENTAL_CONTROL_GAPS.md
CASE 042 — AMAZON GAMES
COMMANDMENT I — RENTED, NOT SOLD · purchased live title shut down, no local or offline continuation provided
▸ SHUTDOWN_BLOG_ARCHIVE.pdf▸ CLIENT_DEAD_ENDPOINTS.log▸ REFUND_ELIGIBILITY_TERMS.txt
POLL
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