A build of your game leaked before release. What to do first, and what it changes.

Someone sends you a link. It is a video of your game, a part you have shown nobody, running on a stranger's machine. Under it, a comment asking where to get the build.

A game we shipped was extracted, rebuilt and resold, so we know the feeling of seeing your work somewhere you did not put it. A leak before release has its own sting. The game is not finished, and people are judging it anyway. The surprises you kept for a year are in a thumbnail. This page covers the first day, how to work out where the build came from, how to get copies removed, what other studios have said in public, where U.S. law stands on an unreleased game, and whether any of it should move your launch. It is not legal advice, and the places where a lawyer is worth paying are marked.

The short answer

  1. Save evidence, then close the door. Record where the build is and what version it is. Then end the access it came through: ban the keys, lock the branch, revoke the link.
  2. Closing the door stops new copies. It does not recall old ones. A build already downloaded keeps running. Plan around that.
  3. Work out which build it is before you work out who. The version tells you which group of people had it, and that is usually a short list.
  4. An unreleased game is fully covered by copyright. The same takedown notice you would use for a released game works on a leaked one. Use it on copies of the build, not on people talking about it.
  5. If you speak, be short and calm. Say the build is old or unfinished, ask people not to spoil it, and warn that files claiming to be the leak can carry malware. Do not threaten players.
  6. Preregistration exists for this, and mostly helps before a leak, not after. It costs $200 and covers video games. Registering the unreleased game itself is the ordinary step.
  7. Most leaks do not justify moving a launch. An old build is a worse version of a game people can soon buy. Keep your date unless the leak changes something real.

1. What leaked

"Leak" covers very different events. Sort yours first, because the response is different for each. This table is our own sorting.

What got outWhat it exposesHow much it mattersFirst move
Screenshots or video onlyStory, art, surprisesSpoilers. Nobody can play it.Decide whether to respond at all. Removal requests for the footage where it matters.
An old prototype or early buildA rough version that no longer matches the gameReputation more than sales. People may judge the game by it.Say how old it is. Remove copies where it is cheap to do so.
A playtest or demo buildWhatever content you packed into it, including content the tester was never meant to reachDepends entirely on what is inside the filesCheck what the build contains. End the playtest access.
A press or review build of the finished gameThe full game, days or weeks earlyThe most direct effect on launch salesBan the keys, trace the batch, send notices, keep your date.
Source code or project filesHow the game is made, and everything needed to rebuild itThe longest-lasting. It cannot be made secret again.Treat it as a break-in. Secure accounts first. Call a lawyer.

If the game is already released and what you found is a free copy of the released version, that is piracy, and the page on pirate sites fits better. If someone is selling it under another name, see what to do when someone is selling your game.

2. The first hour

Save what you see

Before anything changes, record it: the addresses where the build or footage appears, the account names, the dates, the file name and size, and any version number or build date visible in the footage or the files. Dated screenshots and a capture on the Internet Archive's Save Page Now are enough. The version detail is the most valuable thing on the page. It is how you will find the source in section 3.

End the access

How you close the door depends on how the build was handed out.

If you did not hand it out at all

If no tester, press contact or partner had this build, someone got into an account or a machine. Change the passwords on your store, source control, build server, cloud storage and email. Turn on two-factor sign-in everywhere it is offered. On Steam, look at who is on your Users and Permissions page and remove anyone who should not be there. Do not publish a new build until you know the accounts are yours again. Unauthorized access to your systems is a crime in most countries, and reporting it to the police creates a record even when nothing else comes of it.

What closing the door does not do

A build that has been downloaded can usually be copied out and run without the store. Banning keys stops updates and new downloads. It does not delete files from anyone's disk. Everything after this section assumes the copy that leaked stays in circulation.

3. Finding where it came from

Valve puts the basic fact well in its playtest documentation: a confidential playtest will only ever be as confidential as your "least confidential" playtester. Most leaks of small games are not break-ins. Someone who was given the build shared it, often with one friend, who shared it again.

Work from the build to the people, in this order.

  1. Which build is it? Match the version, build date or visible content against your own history. A build from March was only ever on the March branch.
  2. Who had that build? List every group that received it: testers, press, a publisher, a platform, a contractor, a festival. If you tagged key batches by purpose, as the page on resold keys describes, the list is already written.
  3. Could it have been your own configuration? Check this before you suspect a person. A build on a branch with no password. A public demo that contains more than the demo shows. In 2020 Square Enix removed its Trials of Mana demo from Steam after it was reported that the demo's files could be used to play the full game. The same thing happens to small studios that build a demo by hiding menu options instead of removing content.
  4. Could it have been surfaced without anyone sharing a file? Valve warns that testers may have installed 3rd party apps or web extensions that automatically surface information on anything their Steam client is running, including unannounced games. It also notes that details of an app become visible to players and web crawlers once it publishes a store page, becomes available for pre-load, or is released, even with a hidden store page. A leaked name or icon is often this, and no person did anything wrong.

When you have a likely source, write to them privately. Do not name anyone in public. You may be wrong, the person may have been careless and not malicious, and a public accusation against a tester or a journalist is far harder to take back than a leaked build. GSC Game World, whose S.T.A.L.K.E.R. 2 material leaked in 2023, described the cause in general terms, saying it had discovered a vulnerability used by a group that had been attacking the company, and asked players not to view or share the material. It gave the cause without making the statement about individuals.

4. Getting copies removed

An unreleased game has the same copyright as a released one. Copyright begins when the work is made, and nothing in the takedown process requires the work to be on sale. The notice is the one described in the first page in this series: identify your work, identify the copy, state your good-faith belief, sign under penalty of perjury.

What a notice is not for

People will write about the leak. Sites will report that it happened. Players will post impressions. A copyright notice is for copies of your work, and a news story or a forum thread that describes the build is not one. The fair use section of the statute says that the fact a work is not yet published shall not itself bar a finding of fair use, so commentary on an unreleased game can still be lawful. A notice you sign against something that is plainly not a copy can come back on you. The page on false takedown claims explains that risk from the other side.

How much to chase is a judgment. Our view: remove the playable copies you can find in the first days, when a search for your game's name plus "download" matters most, and remove footage of endings and major surprises. Leave the rest. Every hour here is an hour not spent on the launch that will replace the leaked build with a better one.

5. What to say in public

First decide whether to say anything. If the leak is in one small chat server and nobody is talking about it, a public statement tells thousands of people that a build exists. If it is already on social media or a news site, silence reads as confusion, and a short statement helps.

Three studios, three sizes, the same shape.

What these have in common, in our reading:

A plain version you can adapt:

An early build of [game] is being shared without our permission. It is from [month and year], it is unfinished, and it is not the game we are releasing. Please do not share it or post spoilers. Be careful with any file that claims to be this build: we cannot vouch for what is in it. [Game] comes out on [date]. Thank you to everyone who has written to us about this.

6. Where the law stands on an unreleased game

This section describes U.S. law. It is general information. If the leak is large, involves source code, or came from someone under contract, this is the point to pay a lawyer.

Copyright

You own the copyright in an unfinished game. To sue over a U.S. work, the statute requires that preregistration or registration of the copyright claim has been made. You can register a game before it is released. The registration guide covers the forms and the deposit.

The limit to know about is in section 412. For a work that has not been published, no statutory damages or attorney's fees are awarded for any infringement commenced before the effective date of its registration. In plain terms: if the build leaked before you registered, a suit over that leak can seek your actual losses and an order to stop, and not the fixed per-work amounts that make small cases affordable. Registration made now still counts for infringements that begin later. That is our reading of the text, and a lawyer should confirm how it applies to your facts.

Preregistration

Congress created preregistration in 2005 for exactly this event: works that tend to be copied before release. The rule lists six classes, and one is computer programs (including videogames). The work must be unreleased, creation must have begun, and you must have a reasonable expectation of commercial distribution. You file online, describe the game in up to 2,000 characters, and send no copy of the game. The current fee schedule lists $200. The Office's older help page still shows $140, so go by the schedule.

What it buys: it satisfies the requirement to sue, and it preserves statutory damages and fees for a leak that begins after you preregistered, provided you then complete a full registration by the earlier of three months after first publication or one month after you learn of the infringement. Miss that window and the statute says an action over infringement that began before or within two months of release must be dismissed.

What it does not buy: the exception in section 412 applies to a work preregistered before the commencement of the infringement. Preregistering after the build is already out does not reach back to cover that leak. The Copyright Office itself says that for the vast majority of works, preregistration is not useful. Our view is that it suits a small set of studios: those with a game people are waiting for, a history of leaks or a wide pre-release circle, and enough at stake that a lawsuit is realistic. For everyone else, registering the game itself, before or promptly at release, does more.

Contract

If the person who shared the build had agreed in writing not to, that is a breach of contract, whatever copyright says. Valve notes that people accepting a Steam key aren't under nondisclosure agreements (NDAs) with you, so an agreement exists only if you collected one yourself before sending the key. An agreement nobody was asked to accept does not exist.

Trade secrets

Source code and unannounced plans can be trade secrets under federal law, which covers programs, or codes among other information, on two conditions: the owner has taken reasonable measures to keep such information secret, and the information has value from not being generally known. The same section counts theft, misrepresentation and breach of a duty to maintain secrecy as improper means. The owner of a misappropriated trade secret may bring a civil action, within three years of discovering it. Two things follow for a small studio. What you did to keep the build private before the leak matters afterward. And a secret that has spread across the public internet is hard to call a secret again, which is why speed and a lawyer both matter when source code is involved.

7. Does it change your launch

We found no public study of what a leaked pre-release build does to a small game's sales, and we will not invent one. What follows is our reasoning.

A leak also carries information. People went looking for your unreleased game. Some studios have seen support rise in response. After the S.T.A.L.K.E.R. 2 leak, it was reported that the community answered with a wave of pre-orders. That will not happen for every game, and it is no reason to welcome a leak. It is a reason not to treat the people talking about it as enemies.

8. Before the next build goes out

These are principles. None of them makes a leak impossible, and anyone who promises that is selling something. They make a leak smaller, later and easier to trace.

Common questions

Is a leaked, unreleased game protected by copyright?

Yes. Copyright exists from the moment the work is created, released or not. You can send takedown notices for copies of an unreleased build.

Can I send a DMCA notice for a build that was never published?

Yes. The notice requirements do not depend on the work being on sale. Identify the game as your unreleased work and identify the copy.

Should I preregister my game with the Copyright Office?

It suits studios with a real risk of pre-release copying and enough at stake to sue. It costs $200, covers video games, and must be in place before the infringement begins to preserve statutory damages for it. For most small games, registering the game itself does more.

The build already leaked. Is it too late to register?

No, and registering is still worth doing. It is required before a U.S. lawsuit and it covers infringements that begin afterward. For the leak that already happened, statutory damages are generally unavailable under section 412. A lawyer can tell you what remains.

Can I revoke access to a pre-release build on Steam?

Yes. Ban the keys with the key banning tool. Pre-release keys keep working until they are banned, including after release. Files already downloaded stay on the player's disk.

Should I delay or bring forward my launch?

Usually neither. An old build is not a substitute for the finished game, and the plans built around your date are worth more than a few days' head start.

Should I make a public statement?

If the leak is already widely discussed, a short, calm one helps. If almost nobody knows, a statement spreads the news. Date the build, ask people not to spoil it, and do not threaten anyone.

Can I take legal action against the person who leaked it?

Possibly, through copyright, a confidentiality agreement if they accepted one, or trade secret law for code and plans. Whether it is worth the cost depends on the person, the country and the harm. Talk to a lawyer before you write to them in legal terms.

Will the leak hurt my sales?

Nobody can tell you with numbers. An early or rough build mostly risks first impressions. A finished build shortly before launch behaves like piracy that started early.

Someone posted video of my leaked build. Can I get it removed?

Footage of your game is a copy of your art and audio, and video platforms accept copyright notices for it. Commentary and news reporting about the leak are different, and may be lawful.

How do I stop this happening again?

You reduce it. Fewer people, smaller builds, access tied to accounts, each copy traceable to its group, a planned end to every test, and well-protected accounts.

This page describes Valve's and itch.io's published documentation, GitHub's takedown policy, the Copyright Office's preregistration pages and fee schedule, and sections 107, 408, 411 and 412 of title 17 and sections 1836 and 1839 of title 18 of the U.S. Code, as read on 13 October 2026. Studio statements are quoted from the linked reports and posts. The sorting table, the reading of section 412, the advice on statements and launch dates, and section 8 are our own analysis. We found no measured data on how a pre-release leak affects a small game's sales. It is general information, not legal advice about your situation.