PLAYSTUDIOS ASIA A.I CyberSecurity Scoring
28/12/2025
Access Monitoring Plan
Access Monitoring Plan
No incidents recorded for PLAYSTUDIOS ASIA in 2026.
No incidents recorded for PLAYSTUDIOS ASIA in 2026.
No incidents recorded for PLAYSTUDIOS ASIA in 2026.
Ubisoft is a global leader in gaming with teams across the world crafting original and memorable gaming experiences featuring brands such as Assassin’s Creed®, Brawlhalla®, For Honor®, Far Cry®, Tom Clancy’s Ghost Recon®, Just Dance®, Rabbids®, Tom Clancy’s Rainbow Six®, The Crew® and Tom Clancy’s The Division®. We believe diverse perspectives help both players and teams thrive. If you’re passionate about innovation and pushing entertainment boundaries, join our journey and help us create the unknown!
We work behind the scenes with game developers, publishers, and entertainment companies to bring their ideas to life and keep them running smoothly. From game development and art production to audio services, localization, game testing, community support, and marketing, we’re the partner you call when you need extra hands (or brains). We are 13,000 people worldwide. Tech-savvy, AI-aware, and deeply invested in R&D. We’re adaptable, collaborative, and used to plugging into diverse teams and pipelines. Many of us grew up with games, animation, and film. We’re fans first, and that shows in how we work: with care, respect, accessibility, and safety in mind. Whether it’s building innovative experiences, meeting tight deadlines, or preserving creative vision across every language and culture, our services and proprietary tools integrate seamlessly with your team at any stage of the product life cycle. We don’t always make the headlines, but we help others get there. Among our clients: Tencent Games, Microsoft, Ubisoft, Supercell, Bandai Namco, Netflix, Amazon... #ImagineMore
Founded in 1991, Epic Games is a leading interactive entertainment company and provider of 3D engine technology. Epic operates Fortnite, one of the world’s largest games with over 350 million accounts and 2.5 billion friend connections. Epic also develops Unreal Engine, which powers the world’s leading games and is adopted across industries such as film and television, architecture, automotive, manufacturing, and simulation. Through Unreal Engine, Epic Games Store, and Epic Online Services, Epic provides an end-to-end digital ecosystem for developers and creators to build, distribute, and operate games and other content. Epic has over 40 offices worldwide with headquarters in Cary, North Carolina.
Latest updates, reports, and threat intel affecting the global network.
Dify is an open-source LLM app development platform. Prior to 1.16.0, the PUT /console/api/apps/<app_id>/server endpoint in api/controllers/console/app/mcp_server.py used AppMCPServerController.put() to retrieve an AppMCPServer by the client-supplied server ID without verifying that the server belonged to the requested application and tenant. An authenticated workspace member could therefore change another application's MCP server status and parameters, potentially redirecting data or disabling the service. This issue is fixed in version 1.16.0.
vLLM is an inference and serving engine for large language models. Prior to 0.30.0, a caller can use the request-level media_io_kwargs field to select the GLMGA video backend and supply large values for the fps and max_frames options without a strict work ceiling. GLMGA constructs and deduplicates an attacker-sized pre-decode frame-index list, allowing a compact request and tiny valid video to consume disproportionate CPU time and memory in the shared media-loading executor. This issue is fixed in version 0.30.0.
vLLM is an inference and serving engine for large language models. Prior to 0.30.0, the Rust frontend's track_http_metrics middleware records the raw HTTP method token as a Prometheus label for requests reaching registered routes. An unauthenticated attacker can send unique arbitrary method tokens to unguarded routes such as /tokenize, causing Prometheus's Family::get_or_create function to permanently create counter and histogram label sets. Those label sets increase process memory usage and enlarge the /metrics response until the service or monitoring path is exhausted. This issue is fixed in version 0.30.0.
vLLM is an inference and serving engine for large language models. From 0.24.0 until 0.30.0, the Qwen2VLVideoBackend and Qwen3VLVideoBackend classes accept request-level values for the media_io_kwargs.video.max_frames and media_io_kwargs.video.fps fields without enforcing server-side ceilings. An unauthenticated caller can submit these values to the /tokenize endpoint, causing the sampler to decode every frame selected from attacker-controlled video input, consume disproportionate frontend memory, and potentially terminate the API process before scheduling or admission control. The Rust frontend is not affected because it rejects the media_io_kwargs field. This issue is fixed in version 0.30.0.
vLLM is an inference and serving engine for large language models. Prior to 0.30.0, structured-output request failures can escape request-scoped validation and reach the EngineCore fatal-error path. A per-request backend mismatch can re-raise a grammar compilation exception, padding produced by the ngram_gpu speculative-decoding mode can pass a negative token to guidance validation, and the Rust frontend can admit empty structured-output values that the Python frontend rejects, allowing ordinary constrained-generation requests to terminate the shared engine. This issue is fixed in version 0.30.0.
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