A cybercriminal group containing former members of the notorious Conti ransomware gang is targeting the Ukrainian government and European NGOs in the region, Google says.
The details come from a new blog post from the Threat Analysis Group (TAG), a team within Google dedicated to tracking state-sponsored cyber activity.
With the war in Ukraine having lasted more than half a year, cyber activity including hacktivism and electronic warfare has been a constant presence in the background. Now, TAG says that profit-seeking cybercriminals are becoming active in the area in greater numbers.
From April through August 2022, TAG has been following “an increasing number of financially motivated threat actors targeting Ukraine whose activities seem closely aligned with Russian government-backed attackers,” writes TAG’s Pierre-Marc Bureau. One of these state-backed actors has already been designated by CERT — Ukraine’s national Computer Emergency Response Team — as UAC-0098. But new analysis from TAG links it to Conti: a prolific global ransomware gang that shut down the Costa Rican government with a cyberattack in May.
“Based on multiple indicators, TAG assesses some members of UAC-0098 are former members of the Conti cybercrime group repurposing their techniques to target Ukraine,” Bureau writes.
The group known as UAC-0098 has previously used a banking Trojan known as IcedID to carry out ransomware attacks, but Google’s security researchers say it is now shifting to campaigns that are “both politically and financially motivated.” According to TAG’s analysis, the members of this group are using their expertise to act as initial access brokers — the hackers who first compromise a computer system and then sell off access to other actors who are interested in exploiting the target.
Recent campaigns saw the group send phishing emails to a number of organizations in the Ukrainian hospitality industry purporting to be the Cyber Police of Ukraine or, in another instance, targeting humanitarian NGOs in Italy with phishing emails sent from the hacked email account of an Indian hotel chain.
Other phishing campaigns impersonated representatives of Starlink, the satellite internet system operated by Elon Musk’s SpaceX. These emails delivered links to malware installers disguised as software required to connect to the internet through Starlink’s systems.
The Conti-linked group also exploited the Follina vulnerability in Windows systems shortly after it was first publicized in late May of this year. In this and other attacks, it is not known exactly what actions UAC-0098 has taken after systems have been compromised, TAG says.
Overall, the Google researchers point to “blurring lines between financially motivated and government backed groups in Eastern Europe,” an indicator of the way cyber threat actors often adapt their activities to align with the geopolitical interests in a given region.
But it’s not always a strategy guaranteed to win. At the start of the Ukraine invasion, Conti paid the price for openly declaring support for Russia when an anonymous individual leaked access to over a year’s worth of the group’s internal chat logs.
The US Department of Justice has charged a Latvian woman for her role in allegedly developing the Trickbot malware, which was responsible for infecting millions of computers, targeting schools, hospitals, public utilities, and governments, the agency said in a news release.
The DOJ alleges that Alla Witte was part of a criminal organization known as the Trickbot Group that operated in Russia, Belarus, Ukraine, and Suriname. She allegedly helped develop the malware which was used to enable ransomware demands and payments. Victims would receive a notice that their computers were encrypted, the DOJ said, and were directed to buy special software through a bitcoin address linked to the Trickbot Group to have their files decrypted.
According to the DOJ, the Trickbot malware was designed to capture online banking login credentials to gain access to other personal information including credit card numbers, emails, passwords, Social Security numbers, and addresses. The group allegedly used stolen personal information “to gain access to online bank accounts, execute unauthorized electronic funds transfers and launder the money through U.S. and foreign beneficiary accounts,” the DOJ said.
Witte was arrested February 6th in Miami. She is charged with 19 counts including conspiracy to commit computer fraud and aggravated identity theft, conspiracy to commit wire and bank fraud affecting a financial institution, aggravated identity theft, and conspiracy to commit money laundering.
Disclaimer: nothing in this article should be constituted as mental health advice. This is anecdotal evidence from a technology journalist.
I’ve been a gamer since the early 1980s. I cut my teeth on Tempest and Donkey Kong in the local arcade. Gaming is my solace.
When big things happen in my life or in the world, and I need to wrap my head around them, my go-to coping mechanism is to play a game until I can think clearly and focus. This is how I’ve always blown off mental steam (for lack of a better way to put it).
But something happened in 2020 that changed everything: video games stopped working for me. The pandemic hit, the protests happened, and my mother passed away without a funeral. My mental health absolutely tanked before Thanksgiving.
When I tried to play my favorite games such as Modern Warfare and Red Dead Redemption II, I’d end up zoning out after a few minutes. More often than not, I’d load up a game on my big screen and sit at the menu for an hour while I doomscrolled Twitter on my phone.
It might not seem like a big deal, but to me this was the mental-health equivalent of losing my gym membership.
Luckily I’d manged to really get into “LA By Night,” by then. For those unfamiliar, it’s a TV show featuring a cast of actors streaming their tabletop roleplaying session of Vampire: The Masquerade.
While researching the IP and the people behind it I learned Paradox Interactive, a company known for its strategy video games, was in charge of the property.
Ah yes, I remember thinking, the Paradox games. Hearts of Iron 4, Stellaris, Europa Universalis 4, and Crusader Kings III. I remembered those titles well. Over the years I’ve installed them or their predecessors and made it halfway through their tutorials a dozen times before noping out and uninstalling them.
It’s not that they’re bad or toohard. The problem is that they seem like they’re going to be a lot of fun, and people really seem to like them, but one glance at the UI and it’s clear I don’t have the time or mental bandwidth to get into them right now. I’ll do it later, when I’m not stressed out.
But, I really needed a win to end the year. So I decided to download them again. And then I tried something radical: I sat still for an hour and paid attention.
[Read: How to get over the intimidation factor and start loving hardcore strategy games]
Now I’m hooked on Crusader Kings III and Surviving The Aftermath, working my way through Hearts of Iron 4 and Europa Universalis 4, and looking forward to the next grand strategy or management challenge. I’m also feeling less stressed, less anxious, and more focused. The question is: Why?
I’ve read dozens of peer-reviewed studies on gaming and mental health and, at the risk of painting with a very broad brush, I can sum it up as: in moderation, they can have a calming effect but they can also hyper stimulate. Some experts worry that feeding our brains false rewards in the form of high-score dopamine spikes is bad, others seem to think solving puzzles and playing games that challenge our mental faculties is a good thing.
There’s no consensus and, to the best of my knowledge, there’s no long-term, peer-reviewed, controlled studies on the efficacy of video games to treat specific mental illnesses or social disorders. Especially not by genre.
But I feel better during and after playing a complex strategy game that uses up all my mental faculties for awhile. When I take the reigns of a dynasty head in CKIII or decide the fate of an entire survivor community in Surviving the Aftermath, I can feel my anxiety loosening and the lingering sense of helplessness start to fade away.
These games excel at giving me a sense of power and control that can seldom be found outside of the grand strategy / grand management genres.
However, as far as I can tell, there’s no real science behind this. Sure, we understand games can effect our mental health. But there’s a lot more discourse on the science behind keeping gamers’ attention spans and microtransactions than there is on, for example, whether or not pretending to be a WWII general in a hardcore management game can help treat impostor syndrome or something like that.
I interviewed several designers who worked with Paradox to see if I could figure out why these games seemed to provide exactly what I needed whenever I experienced feelings of powerlessness.
First up, I spoke with Lasse Liljedahl, CEO of Iceflake Studios. They’re responsible for the excellent Surviving the Aftermath, a game that takes the grand management genre to the apocalypse.
You play Aftermath from the perspective of the entity in charge of an entire settlement. You direct your people, command your heroes, manage supplies, and make hundreds of decisions that each impact the dozens of systems in play at any given time. It gets overwhelming quickly, but you always know exactly what’s going wrong and why.
After explaining my angle, Liljedahl tells me he’s “always thought that games in general were good for mental health.”
At first it feels like a contradiction. Aftermath is a decidedly dark game in that it presupposes humanity is nearly lost and all you can do is try to survive. And the game world is savage – there’s little worth celebrating more than just making it another 24 in-game hours without seeing a premature end-game screen.
But there’s a faint current of hope pulsing beneath the surface in the game. A glimmer of optimism always seems to pull me along in the same way the joy of “winning” a simpler game might give me the old “just one more turn” feeling.
I want to do right by my little people in Aftermath, because it’s something I can actually control. And when I screw up, it’s on me. I can go back, start over, and do things different. I can make it right. I have the power.
According to Liljedahl:
Players expect the game to challenge them. It’s a game you can lose … but you can also feel good about yourself. We wanted to give a little bit more hope, a little more hopeful atmosphere. There’s no night so dark that you can’t see the light at the of the tunnel.
Ultimately, Liljedahl didn’t have any magical insight into the healing powers of his game. He’s just a dedicated designer who builds games for a community known for its loyalty – and for ripping you apart if you put up some weak puzzle-game and call it a grand strategy title.
As Liljedahl told me: “You can’t use as much smoke and mirrors as a story-driven game, for instance.”
So I was able to discern why the games were so hard, and possibly why they’re so satisfying. I was on to something, but I still hadn’t discovered anything ground breaking.
Next I spoke with two of the decision-makers behind Crusader Kings III. The latest dynasty simulator from Paradox is also one of the most well-received grand management games of the modern gaming era. There’s nothing else out there like CKIII.
I spoke with lead game designer Alexander Oltner and content lead designer Maximilian Olbers to find out more about the nuts and bolts behind the game. My reasoning was that if I could learn why they make these games so complex, maybe I could understand why they’ve helped me.
Oltner’s insight instantly clued me in:
Essentially, all of our games are domination fantasies … but when it come to mental health, it’s nothing we look at specifically.
That’s a bit of a bummer, I was secretly hoping to learn they kept a psychologist on staff just to advise about game choices. But, considering there’s no real science on any of this, it makes sense. These games are developed by devoted, talented designers, not psych majors trying to come up with a novel dissertation.
But it was also illuminating when Oltner called them “domination fantasies.” It’s the ability to see myself slowly gaining and then exerting control that draws me in. The opposite of powerlessness is domination.
What’s more interesting, according to Olbers, CKIII in particular is intentionally designed to make you look at “losing” in a different light. According to him:
Losing control in Crusader Kings III just means you have new opportunities.
And that’s where the game shines. You don’t play as a person, you play as a dynasty that persists throughout the generations. If you screw up one leaders’ life there’s always the next one. It’s the ability to try out complicated strategies and the necessity to put in honest mental work towards accomplishing a goal that makes these games feel important. And when you fail, you do so in a sandbox where the only lives that are affected are digital and fictional.
At the end of my quest I realized that science doesn’t always have the answers (yet). I was looking for an explanation into something that, frankly, didn’t require any fancy insights. Grand strategy games are hard, and the harder the challenge – relative to your experience – the more you stand to get out of them.