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Israeli Cyber Official Arrested During Undercover Internet Crimes Against Children Sting
Gaming Gear

Israeli Cyber Official Arrested During Undercover Internet Crimes Against Children Sting

by admin August 18, 2025


A high-ranking member of Israel’s cybersecurity directorate was recently arrested in Las Vegas as part of an undercover sting operation involving internet crimes against children, according to the State Department.

A joint operation between city police and the FBI that targeted child sex predators resulted in the arrest of Tom Artiom Alexandrovich, a man who, according to many news outlets, has been identified as a member of Israel’s National Cyber Directorate, which operates out of Israeli Prime Minister Benjamin Netanyahu’s office.

Mediate previously reported that Alexandrovich’s since-deleted LinkedIn profile had also identified him as an official with the agency. The Jerusalem Post claims that Alexandrovich worked “in a technical role at the Cyber Directorate,” and KLAS-TV, a CBS news affiliate, also claims to have confirmed that an “Israeli government official was one of eight people arrested” during the weekend sting, and that Alexandrovich was in the city for “a cyber event.” Blackhat, the well-known cybersecurity conference, recently took place in Vegas.

Additionally, the U.S. government appears to have confirmed much of this information. The X account for the State Department’s Bureau of Near Eastern Affairs posted about the arrest, in an apparent effort to dispel internet rumors that the government had intervened on Alexandrovich’s behalf. “The Department of State is aware that Tom Artiom Alexandrovich, an Israeli citizen, was arrested in Las Vegas and given a court date for charges related to soliciting sex electronically from a minor,” the post states. “He did not claim diplomatic immunity and was released by a state judge pending a court date. Any claims that the U.S. government intervened are false.” When reached for comment by Gizmodo, the State Department simply referred us to its tweet.

Alexandrovich faces a charge of luring a child with a computer for sex acts, KLAS writes. He was allowed to leave after having posted a $10,000 bail, the outlet adds, citing court records.

An archived Haaretz report states that a “senior official in Israel’s National Cyber Directorate” had been questioned in Vegas for alleged online solicitation of a minor, but does not identify the official by name. However, the report also includes a statement from Israel’s cyber directorate, which admits that one of its employees was questioned by authorities during a trip to the U.S. The statement reads: “The employee updated the directorate that during his trip to the United States, he was questioned by U.S. authorities on matters unrelated to his work, and he returned to Israel on his scheduled date. The directorate has not yet received additional details through official channels. If and when such details are received, the directorate will act accordingly.”

Gizmodo reached out to the Las Vegas Police Department and the Israeli government for more information.



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August 18, 2025 0 comments
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Cyber Knights: Flashpoint review | Rock Paper Shotgun
Game Reviews

Cyber Knights: Flashpoint review | Rock Paper Shotgun

by admin June 25, 2025


Cyber Knights: Flashpoint review

Don’t let its initial cyber-posturing and sheer amount of systems intimidate you. Cyber Knights: Flashpoint is wider than it is oppressively deep, while still being rich enough to offer up some excellently tense and entertaining stealth tactics

  • Developer: Trese Brothers
  • Publisher: Trese Brothers
  • Release: Out now
  • On: Windows, macOS, Linux
  • From: Steam
  • Price: £25 /€29 /$30
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

Cyber Knights: Flashpoint has some excellent nonsense scenario writing propping up mission design. In one early excursion, you remote activate ‘defector tech’ to convert an enemy agent over to your side, then have a turn to neutralise the neuro-toxin killswitch in their brain with injectors. The game is awash with this sort of campy, techy gangslang. My absolute favourite of these so far is ‘chumbo’ – apparently a much stupider, funnier, and therefore much better version of 2077’s ‘choomba’.

Similarly, Cyber Knights’ script is pure cyberpunk American cheese singles; reliably tropey and enjoyably naff. And yet, I have spent the last week or so popcorn-bucket-deep in the game’s drama. There’s little as gripping as a good heist; the planning and personalities and stakes, the fated fumbles and slick improvisations. And, once it gets going, CK:F’s grip is augmented. Hour one: “lol, chumbo”. Hour three: “We’ve been made, chumbos! Go loud!”.

Part ganger management sim, part cyberpunk underworld-navigating RPG, and part stealth-tactics heist ’em up, the thing Cyber Knights is best at is making me personally feel very cool. I went to rinse off a spoon yesterday but apparently forgot that spoons are curved and spray water in a powerful arc if you hold them under a tap. I do not need a power fantasy. A hyper-competency fantasy suits me just fine.

Image credit: Rock Paper Shotgun/Trese Brothers

That said, its sheer breadth of linked and fleshed-out ideas can feel surveillance-state oppressive at first, as if hidden cameras are watching for signs of discomfort or confusion on your face so the corpogov can file you in their database of big dumb chumps. You’ll often find strategy games with an easy hook obscuring hidden crunch, but this is sort of the opposite – proudly flashing its bitty and tangled grognard bonafides before revealing itself to be quite a smooth, intuitive ride, just one that revisited the cutting room floor after hours and shoved every idea it could find into its massive techwear pockets. It’s in making all those ideas relevant contributors to its tactical theatre that CK:F really shines.

No Ship of Theseus references so far either, thank Gibson. CK:F’s answer is implicit, anyway: remove the parts, the whole just isn’t the same, so let’s cover a scav mission in action. In the final turn, my sword-wielding Knight J.C ‘Dental’ Floss will find herself pinned down by a shotgunner’s overwatch cone, before remembering she packed a syringe of evasion juice, slamming it, then dancing gracefully to the evac elevator. But we start out without a soul aware of our presence, calling in fixer favours and spending a few spare action points on abilities to disable cameras and laser sensors. We move between safes, lifting blueprints and valuable programs. We distract the guards we can with thrown lures. We take out the ones we can’t with silenced pistols and swords.

Image credit: Rock Paper Shotgun/Trese Brothers

The management layer feeds into the RPG layer feeds into the tactics layer and loops back. We extract once we’ve loaded up on loot. Once we return to base, the loot goes in cold storage to be sold to fixers for cash or favours. If someone likes us a lot, they might set us up with missions or new recruits. We customise those recruit’s backstories through detailed (if long-winded) conversations, defining personal baggage like errant siblings or debts that surface later as optional missions. Helping a black market contact out might mean better gear is available to buy, or we can synthesise our own from the blueprints we stole once we build fabricators.

Or we might want to invest in counter-intel or medical facilities instead if we got sloppy on the last mission, got people wounded or stressed or brought down heat, resulting in negative traits and recovery time and headhunter mercs interrupting us on missions. And this sounds overwhelming but it all flows naturally. Before we know it, we’re back in the field.

Image credit: Rock Paper Shotgun/Trese Brothers

CK:F works on an initiative system, with a turn gallery keeping you up to speed, but you can opt to delay a merc’s turn as many times as you want, knocking 10 initiative off each time until they’re reduced below that number. On the simpler end, this lets you do things like kick turns off with the specific ability you need, or keep your gunnier chumbos in reserve if things go the way of the pear, or just wait to see what the guards do first, providing you’re safely hidden and have preferably used some tracking tech to predict movement routes. On the more involved end, you can use it to pull guards apart and pick them off one by one, or set up lovely kill combos.

But this stuff really comes to life in how well it drives home that these turns you might be engineering for fifteen minutes apiece are really playing out in seconds for the characters. Your gangers might look like mismatched techno club casualties, but they can execute like disciplined surgi-bastards. This extends to the stealth. When you slip up, guards are alerted to your presence independently of each other, meaning you can react, eliminate suspicious threats, and slip back into the shadows. I once had Dental lope through grenade smoke and pick off stragglers with her sword. I’m not actually positive this did much but, again, it did make me feel very good at my pretend cyber job.

Image credit: Rock Paper Shotgun/Trese Brothers

They won’t rush to set off any sort of map-wide alarm, either. Yellow pips on an alert tracker mark temporary danger, and it’s mightily satisfying to clear that bar by taking out problems before they turn blue as permanent ticks toward reinforcements at the end of a turn. But this can also make stealth feels a little fuzzy and esoteric. You’re always reliably informed whether you’ll be spotted or heard, either by guards or security devices, but I still haven’t quite nailed down what feels like some hidden variables toward alerts spreading to other guards on the map. I murder seven dudes. Trip a motion detector. Get seen by two cameras. Reinforcements show up, wander around for bit. “Glitches again. Must be monday”.

In fairness, this might have had something something to do with the hacking I’d just done. This is the second version of the hacking tutorial the Trese Brothers have added, and it still gave me an anxiety attack followed by a shorter, more intense anxiety attack followed by what I’m sure was permanent psychosomatic cranial damage. I eventually looked up an older tutorial on the Brothers’ YouTube channel which was much better. This should be in the game. It’s cyberpunk. Just do a Max Headroom thing with a vocoder, it’ll be fun.

Anyway, the very basic gist here is that you spend AP to move between nodes and use memory to load and deploy programs: scan for threats, counter security measures, etc. Again, it’s actually quite intuitive, and if you don’t fancy it you can either skip the hacking missions or just vastly reduce the difficulty with perks and syringes full of hacking juice (referred to in-game by trained hackers as “hacking juice”). It’s not bad as a standalone palette cleanser and I appreciate a cyberpunk game actually attempting to dig into this stuff rather than just relegating it to a minigame. It also feeds into the fantasy nicely with how it folds back into the turn order, so your hacker can get caught or shot in realspace while they’re hacking, or you can designate a lookout while the rest of your team is off doing other things for some nice cinematic moments.

Image credit: Rock Paper Shotgun/Trese Brothers

Right, review’s getting massive. Lots to cover, so here’s a quickfire round of spare bits I wanted to mention. Stealth is both encouraged and fun but so is violence, and there’s plenty of good abilities for going loud, too, like the gunslinger class you can arm with two revolvers then set to a unique overwatch where they go all cowboy Biff Tannen. The actual planning stage of the heists isn’t as deep as I’d hope for given the detail elsewhere, it’s really just a case of setting up fixer buffs, like temporarily disabling reinforcements or security cameras. Maybe choosing entry points or splitting your team up would break the mission design but it would suit the fantasy nicely. There’s also very little explanation of what stats actually do when you’re building your characters at the start (“too many decisions, too little context”, as Sin put it.)

But it does level out reasonably sharpish. And this isn’t me saying “it gets good after twelve thousand years”. It’s good from the beginning, it just takes a few hours to get a sense for the shoal of systems being spoon-catapulted at your face like soggy peas from a fussy toddler, or like water at my own face when I forget how spoons work. I’d hate for anyone to miss out because it seemed like obnoxious work to learn, basically, because the leather jacket’s a rental and the middle finger tats are temporary and it’s actually pretty easy going, just ambitious and detailed.

Image credit: Rock Paper Shotgun/Trese Brothers

And I guess the last thing to mention is the game’s styling of itself as an RPG feels very much character sheet crunch and class led, not so much storytelling. Dialogue choices are about revealing worldbuilding or accepting missions. There’s a sense of your gang gradually building up a history and trajectory, if not your customised Cyber Knight as an individual. And it definitely pulls off the XCOM and Battle Brothers thing of making you very afraid when your favourite idiot has three overwatch cones trained on them.

This isn’t a criticism as much an attempt at elucidating what you’re getting here, and perhaps an acknowledgement that cyberpunk as a genre probably once held some aspirations to be a bit more insightful and incisive than whatever very fun but ultimately slightly goofy and perpetually unsurprising pastiche we end up with in many cases, even if you can hardly blame it for abandoning attempted prescience when we live in a state of ketamine-droopy tech mogul grins proudly announcing their investments in the The Torment Nexus v2.1.6. Making you feel cool probably isn’t the most important thing a cyberpunk game can do. Nonetheless, CK:F is pretty great at it.



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June 25, 2025 0 comments
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CoinDesk News Image
Crypto Trends

Safe Establishes New Development Firm to Attract Institutions and Tackle Crypto’s ‘Cyber Warfare’ Era

by admin June 11, 2025



Safe, the popular multiparty crypto wallet previously called Gnosis Safe, has launched a new development unit, Safe Labs, in a move aimed at consolidating its operations and sharpening its product roadmap after it was targeted in February’s $1.4 billion ByBit hack — the largest crypto heist to date.

The new entity will serve as the core development arm of Safe, which until now had outsourced technical work to a separate development firm, a structure commonly used across the crypto industry, Safe Labs Chief Executive Rahul Rumalla said on Wednesday. Safe Labs will operate directly under the umbrella of the Safe Foundation, a nonprofit organization.

In an interview with CoinDesk, Rumalla said the transition reflects a broader strategy shift toward building products that can meet both the ideological standards of cypherpunk culture and the practical demands of enterprise clients.

“This framework that we are forced to operate in — it actually forces you to compromise one over the other: If you want more security, you have to compromise on convenience, and if you want more convenience, you compromise on security,” Rumalla said.

“We at Safe Labs, we step back and we reject this framework. We don’t want to operate in this model where we have to compromise one over the other.”

Post-Hack Pivot

According to Rumalla, the ByBit hack was a “catalyst” for the creation of Safe Labs.

While Safe’s core smart contracts remained uncompromised, its user-facing web application was infiltrated with malicious code by North Korea’s Lazarus Group. That attack enabled the hackers to trick ByBit’s CEO into signing off on a transaction that rerouted funds into their control.

“What we saw with an attack like this is that our core values were used against us,” Rumalla said. “Anonymity, privacy, self-custody, transparency, open source — these were used against us.”

Despite the breach, Rumalla said user confidence in the Safe platform remained strong. The application saw “practically no churn” in the aftermath and continues to process 10% of all transaction volume across Ethereum Virtual Machine (EVM)-compatible networks.

“We’re not defending against cyberattacks,” Rumalla said. “We are defending cyber warfare, and that requires a mindset shift — not just at the project level, not at the company level, but as Ethereum or even crypto as a whole.”

From Ideals to Infrastructure

The move to formalize internal development echoes similar shifts by other major protocols, including Morpho and Polygon, which have both recently made moves to streamline decision-making and improve accountability with more traditional organizational structures.

In parallel, Safe Labs is also refocusing on product design. The team is currently working on a “V2” version of its wallet, which Rumalla described as more “opinionated” — meaning bolder product direction, particularly for institutional users.

“What we’re going to be launching and testing in the future is a subscription plan, essentially, that’s called Safe Pro — or Safe for enterprises, Safe for institutions — very much around that realm,” he said. “We’re going to basically package this opinionated product that’s more for the user segments that have higher security needs and more customization appetite.”

“We need to operate at startup speed,” Rumalla added. “That in itself is the premise of why we need to operate as a separate, independent entity. We need to align where we need to align, which is on the mission, but we need to be a bit more independent in terms of how we execute.”

With more than $60 billion in total value locked and over $1 trillion in historical transaction volume, according to Rumalla, Safe remains one of crypto’s most battle-tested self-custody platforms. The team, now roughly 40 strong and based in Berlin, is betting that its next chapter — one that embraces opinionated product design without sacrificing its open-source ethos — will help define how wallets look in a world heading toward a trillion-dollar on-chain economy.

“Our mission is simple: making self custody easy and secure,” Rumalla said. “That’s a win for everybody.”



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June 11, 2025 0 comments
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Warhammer 40,000 Darktide is getting a playable space cop, and a trusty cyber dog
Game Updates

Warhammer 40,000 Darktide is getting a playable space cop, and a trusty cyber dog

by admin May 23, 2025


Fatshark has revealed the next class for Warhammer 40,000: Darktide, as part of today’s Warhammer Skulls event. The Adeptus Arbites – essentially Warhammer 40K’s version of space police – is getting some representation, bringing with them a trusty cyber mastiff companion.

You’ll be bale to play it yourself on June 23 across all platforms, available to buy for $11.99 or your regional equivilent. The class is customizable with over 80 talent nodes, which should allow for a bunch of player expression. It also comes with new weapons in the form of a shotgun, assault shielf and shotpistol, and the dominator maul.


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You’ll also be able to tweak with the look and sound of the Arbites of course. It has three personalities to choose from, as well as six voice lines to make your own.

In addition, Darktide is getting a bit of a narrative overhaul. Right now, if you play the game, it can be a little tricky to get a steady narrative line given the fact you can kind of jump around the story through different matches. On June 23, alongside the new class, the game is getting a improved narrative experience. This comes in the form of a curated mission path that players can journey through, introudcing key characters and events in order.

The difficulty system is also getting tweaked! Players will now be able to unlock higher difficulties by demonstrating skill, rather than just levelling up. By completing a number of missions cleared at your current level, you cna steadily proceed to more challenging content.

Finally, starting today, a special event is coming to Darktide. Nurlge Totems will start popping up across different missions, and by destroying them players can make the mission a touch more challenging, but earn some extra prizes.

What are your thoughts on this new class and curated narrative experience? Let us know below!



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May 23, 2025 0 comments
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