k-ID wins $45M to help game devs speedrun the child safety compliance puzzle

Image Credits: k-ID

For an indie developer building a game on their own, compliance with regulations is likely the last thing on their list of priorities — they first have to finish writing the code, designing the mechanics and running endless rounds of tests to make sure the game is actually fun to play. But compliance is often not a choice, especially when it comes to child safety, and that’s a task that gets harder every year as regulations evolve fast and frequently around the world.

A startup called k-ID wants to smoothen that compliance journey, and it has now raised $45 million in a Series A round to build out its platform that makes it easy for game devs to comply with child safety and data privacy regulations.

Andreessen Horowitz, an existing investor in the startup, and Lightspeed Venture Partners led the funding round. Okta, Z Venture Capital (owned by Z Holdings, a JV between SoftBank and Naver), and existing backers Konvoy Ventures and TIRTA Ventures also participated in the round. The round brings the company’s total money raised to $51 million.

“The challenge that our technology solves — what can you do with a child once they arrive in an online world — is today solved by lawyers and engineers manually,” k-ID’s CEO and co-founder, Kieran Donovan, told TechCrunch. Donovan previously worked as a partner at law firm Latham & Watkins, where he advised tech and gaming companies for over a decade. “A huge part of that over the last few years has been supporting game publishers to build youth experience and family tools that navigate the regulatory complexity.”

The fundraise comes at a critical time for the gaming industry — as more young people play games that connect to the internet, developers and publishers are increasingly catering to a global audience, which means they have to spend a lot of time and effort making sure their game doesn’t run afoul of regional laws.

k-ID lets game developers and publishers access its solution via APIs or, if they’re on mobile, an SDK (software development kit). Its product essentially connects to the game and helps developers quickly customize it to meet the compliance requirements of each market.

Donovan said k-ID’s software offers single sign-on for kids, and offers a way for a child’s guardian to scan a QR code and unlock features within a game that may require parental approval. It can also automatically customize which facets of a game a child can access — in line with local regulations and cultural nuances. “For parents, it’s one unified console to manage and engage with all of their child’s gaming,” Donovan said. There’s also an option that lets guardians approve or deny access to any AI content or tools that a child may come across within a game.

In addition to the Series A, k-ID also said it had partnered with ESRB for its Privacy Certified program, which will give the startup’s customers a way to obtain the ESRB Privacy Certified Kids Seal.

“Today, there’s probably no space more complex than the regulation that applies to kids and teens online. Whether it’s chat, algorithms, content, loot boxes or even the definition of a child (which can be as young as under seven or as old as under 21, depending on the country), there’s so much to navigate,” Donovan said.

k-ID launches a solution that helps game developers comply with ever-changing child safety regulations

App Store icon on iPhone screen

Apple's App Store now permits streaming game stores, adds in-app purchase for mini-apps, games, and AI chatbots

App Store icon on iPhone screen

Image Credits: TechCrunch

Alongside the numerous changes Apple is making to its platforms to comply with the EU’s Digital Markets Act (DMA), the company is also updating its rules around streaming game services and other apps that provide access to mini-apps or games. The changes could impact companies like Netflix, which has expanded into mobile and cloud gaming in recent months, as well as efforts from other tech giants like OpenAI, which offers a GPT store, and Meta, which in 2022 had shut down its attempt at running a stand-alone Facebook Gaming app after failing to gain traction.

According to an announcement Apple published on Thursday, developers globally can now submit a single app that has the capability of streaming all the games offered in their catalog.

This is a change from the prior rules, which said that every game offered to iOS users had to be listed on its own, separate App Store page — a requirement Apple said was necessary in order to properly review and vet each app’s age rating and compliance with the App Store Review Guidelines.

The goal, most likely, is to encourage companies that would rather launch an independent app store for gaming — now that it’s permitted in the EU by the DMA — to do so on Apple’s App Store instead, where Apple takes a cut of the in-app purchases.

Microsoft, notably, had been weighing the option of launching its own mobile gaming store, it was reported last year. In addition, Fortnite maker Epic Games also wanted to distribute its games through its own games store, suing Apple over antitrust concerns in hopes of gaining that opportunity. But Apple largely won its court battle in the U.S., having only been forced to comply with the one provision that now allows developers to point to their own payment systems and websites from inside their apps.

It remains to be seen how these companies will respond to Apple’s new options.

In addition to allowing single apps to host streaming games, Apple says that mini-games, mini-apps, chatbots, and plug-ins will also now be able to incorporate Apple’s in-app purchase system in their apps.

This adjustment seems to be focused on the concerns emerging over OpenAI’s GPT Store, which functions like an app store of sorts for custom AI chatbots that work similarly to ChatGPT but are designed for specific purposes. With the GPT Store and the rise of AI more broadly, Apple could lose a potential source of revenue if users were to browse and discover paid or subscription-based chatbots from within a larger app. This move cements that even those types of services will be subject to Apple’s in-app purchase rules — and the 15% to 30% commissions it takes.

Apple noted that each mini-app, in-app game, or in-app experience will still have to adhere to its App Store Review Guidelines, meaning Apple would need to review the AI chatbots, or GPTs, if OpenAI decided to bring them to iOS users instead of only those on the web. It also said that the app’s overall rating would have to reflect the highest age-rated content in the app.

Related to this and other changes, Apple is also rolling out over 50 new reports to developers through the App Store Connect API that will help them to analyze their app’s performance in areas like engagement (the number of users interacting with an app or sharing it with others), commerce (info about sales, pre-orders, downloads, and transactions through IAP), app usage (crashes, active devices, installs, deletions), and frameworks usage (e.g., how it interacts with CarPlay, Widgets, PhotoPicker and more).

Apple is also now removing the requirement that developers have to add sign-in with Apple alongside the other sign-in options offered for their apps. Instead, developers who are using third-party or social logins for their app can offer another “privacy-focused login service,” if they choose.

Apple’s answer to EU’s gatekeeper rules is new ‘core tech’ fee for apps

Games being played and tasks performed by the SIMA agent.

Google DeepMind trains a video game-playing AI to be your co-op companion

Games being played and tasks performed by the SIMA agent.

Image Credits: Google DeepMind

AI models that play games go back decades, but they generally specialize in one game and always play to win. Google DeepMind researchers have a different goal with their latest creation: a model that learned to play multiple 3D games like a human, but also does its best to understand and act on your verbal instructions.

There are of course “AI” or computer characters that can do this kind of thing, but they’re more like features of a game: NPCs that you can use formal in-game commands to indirectly control.

DeepMind’s SIMA (scalable instructable multiworld agent) doesn’t have any kind of access to the game’s internal code or rules; instead, it was trained on many, many hours of video showing gameplay by humans. From this data — and the annotations provided by data labelers — the model learns to associate certain visual representations of actions, objects and interactions. They also recorded videos of players instructing one another to do things in game.

For example, it might learn from how the pixels move in a certain pattern on screen that this is an action called “moving forward,” or when the character approaches a door-like object and uses the doorknob-looking object, that’s “opening” a “door.” Simple things like that, tasks or events that take a few seconds but are more than just pressing a key or identifying something.

The training videos were taken in multiple games, from Valheim to Goat Simulator 3, the developers of which were involved with and consenting to this use of their software. One of the main goals, the researchers said in a call with press, was to see whether training an AI to play one set of games makes it capable of playing others it hasn’t seen, a process called generalization.

The answer is yes, with caveats. AI agents trained on multiple games performed better on games they hadn’t been exposed to. But of course many games involve specific and unique mechanics or terms that will stymie the best-prepared AI. But there’s nothing stopping the model from learning those except a lack of training data.

This is partly because, although there is lots of in-game lingo, there really are only so many “verbs” players have that really affect the game world. Whether you’re assembling a lean-to, pitching a tent or summoning a magical shelter, you’re really “building a house,” right? So this map of several dozen primitives the agent currently recognizes is really interesting to peruse:

A map of several dozen actions SIMA recognizes and can perform or combine. Image Credits: Google DeepMind

The researchers’ ambition, on top of advancing the ball in agent-based AI fundamentally, is to create a more natural game-playing companion than the stiff, hard-coded ones we have today.

“Rather than having a superhuman agent you play against, you can have SIMA players beside you that are cooperative, that you can give instructions to,” said Tim Harley, one of the project’s leads.

Since when they’re playing, all they see is the pixels of the game screen, they have to learn how to do stuff in much the same way we do — but it also means they can adapt and produce emergent behaviors as well.

You may be curious how this stacks up against a common method of making agent-type AIs, the simulator approach, in which a mostly unsupervised model experiments wildly in a 3D simulated world running far faster than real time, allowing it to learn the rules intuitively and design behaviors around them without nearly as much annotation work.

“Traditional simulator-based agent training uses reinforcement learning for training, which requires the game or environment to provide a ‘reward’ signal for the agent to learn from — for example win/loss in the case of Go or Starcraft, or ‘score’ for Atari,” Harley told TechCrunch, and noted that this approach was used for those games and produced phenomenal results.

DeepMind’s Agent57 AI agent can best human players across a suite of 57 Atari games

“In the games that we use, such as the commercial games from our partners,” he continued, “We do not have access to such a reward signal. Moreover, we are interested in agents that can do a wide variety of tasks described in open-ended text – it’s not feasible for each game to evaluate a ‘reward’ signal for each possible goal. Instead, we train agents using imitation learning from human behavior, given goals in text.”

In other words, having a strict reward structure can limit the agent in what it pursues, since if it is guided by score it will never attempt anything that does not maximize that value. But if it values something more abstract, like how close its action is to one it has observed working before, it can be trained to “want” to do almost anything as long as the training data represents it somehow.

Other companies are looking into this kind of open-ended collaboration and creation as well; conversations with NPCs are being looked at pretty hard as opportunities to put an LLM-type chatbot to work, for instance. And simple improvised actions or interactions are also being simulated and tracked by AI in some really interesting research into agents.

Researchers populated a tiny virtual town with AI (and it was very wholesome)

Of course there are also the experiments into infinite games like MarioGPT, but that’s another matter entirely.

Rooms, a 3D design app and 'cozy game,' gets a major update as users jump to 250K

Image Credits: Things Inc.

Five months ago, Rooms, a 3D design platform made by ex-Google employees, launched its beta version on the App Store. Today, the free iOS app is getting a big update that will bring a wave of new discovery-first features, including an activity feed, an explore page, the ability to browse by category, and more.

Rooms is an interior decorating app that falls under the cozy game category. Players can build and code intricate 3D rooms and mini-games using a library of over 7,500 digital items. Users can customize items by editing code with Lua, the programming language that’s also used in Roblox Studio.

Rooms touts a quarter of a million registered users, up from 40,000 in 2023. The user growth is a notable accomplishment for a scrappy three-person team that released its web platform less than a year ago.

“When we launched last November, it was in some ways an experiment to see if this idea we had would resonate with people,” co-founder Jason Toff told TechCrunch. “We were pleasantly surprised that people not only used it, but that they also made rooms a lot, [and] a lot better rooms than we expected.”

Toff previously worked in Google’s AR/VR division. His former colleague Bruno Oliveira is also on the founding team, as well as Nick Kruge, who has experience working at Uber, YouTube, and Smule.

Image Credits: Things Inc. (Rooms’ parent company)

At launch, the mobile app only had three TikTok-style vertical feeds to choose from: a “For You” feed, Editor’s Picks, and a Recent feed. However, as Rooms continues to grow, the founders want to give its users a way to easily discover other user-generated rooms and praise creators for their designs.

With today’s launch of “Rooms 2.0,” the company added a Trending feed to the home screen, helping boost popular creators and their most-liked contributions. Plus, users can scroll through over a dozen new categories, including “Games,” “Art,” “Fantasy,” “Nature,” and “Weird.” There’s also “Tribute,” a selection of rooms inspired by popular IPs, such as Minecraft, The Legend of Zelda, Hello Kitty, and others. The feeds were previously curated but now it’s added algorithms that control the order of rooms that appear in the feeds.

There’s also a new Explore page with even more ways to discover, such as exploring user profiles, the top games, and all-time favorites.

Additionally, the app is introducing “Honeycomb View,” a hexagonal grid that provides a new way to browse multiple rooms at once. Users can tap on different rooms and zoom in or zoom out to see fewer or more designs.

“Our lack of discovery became a hindrance… Everyone wants their work to be seen. We also heard from creators that they like [discovering] other people’s rooms… I think it will help a lot to have not just one surface, but dozens of new [feeds] for content to be discovered,” Toff said.

Rooms’ new Activity tab lets creators track likes and comments, along with when their room is “remixed” or posted. Each room has an icon at the bottom to indicate its total number of remixes.

The Remix feature, which allows people to use someone’s design as a template, was also updated to detect copycat rooms, which hopefully prevents creators from imitating someone’s design that took hours to make. (According to the company, 1 in 8 users have spent over two hours editing their rooms.)

Under the hood, the team implemented a mesh optimization method (which minimizes the complexity of 3D objects) to make large rooms render up to 20 times faster.

The majority of the updates are on the iOS app, but Rooms is adding the new categories and speed improvements to its web version.

In the future, Rooms is considering an AI-powered tool to make coding easier on the app. The feature would “look at your code and tell you where there are obvious mistakes,” Toff shared.

As TechCrunch previously reported, the company was exploring a generative AI feature to help with designing rooms, including the ability to generate images for the walls and floors of a room. Toff said they’re not actively working on that feature due to the high costs. However, in the future, Rooms may offer a premium subscription offering but the company is waiting until the app gets more traction.

Rooms will launch a desktop app on Steam in a few months. The company is also considering an Android app but isn’t making it a top priority.

Rooms, an interactive 3D space designer and ‘cozy game,’ arrives on the App Store

Apple News icon on iPhone screen

Apple News is testing a game that kind of looks like NYT Connections

Apple News icon on iPhone screen

Image Credits: TechCrunch

Apple News is testing a new game for iOS 17.5 called Quartiles, which requires players to organize a grid of 20 syllables into 5 four-syllable words. Spotted by Gadget Hacks, the interface for Quartiles looks a lot like the New York Times’ newest hit, Connections. Did Apple News sherlock the New York Times?

Okay, Quartiles isn’t exactly like Connections, where you organize 16 words into four cohesive categories of four. It’s maybe closer to something like Boggle, since you’re being tested on your ability to put words together from their components. But there is something about finding groups of four that we seem to find really alluring these days — Connections is now the Times’ second most popular game, after Wordle.

Image Credits: Gadget Hacks (opens in a new window)

Last year, Apple added crossword puzzles and mini crossword puzzles for Apple News+ subscribers. While it may appear odd for a news aggregator to continue investing in games, that’s exactly what has been working for the New York Times. When the paper bought the game Wordle in 2022 for an undisclosed seven-figure sum, the purchase brought in “tens of millions” of new users in just one quarter. Over the last few months, the Times’ data shows that users have spent more time playing its games than reading the news.

Apple is just beta testing Quartiles, which doesn’t mean it’s definitely going to appear in iOS 17.5. But given that the New York Times is low-key running a gaming studio now, it’s not a bad idea for Apple to churn out some new, preferably square-shaped games.

Wordle brought ‘tens of millions’ of new users to the New York Times

Wordle founder Josh Wardle on going viral and what comes next

Apex Legends hacker says game developers patched exploit used on streamers

Concept art for the video game Apex Legends.

Image Credits: Respawn/Electronic Arts

Last month, a hacker wreaked havoc during an esports tournament of the popular shooter game Apex Legends, hacking two well-known streamers mid-game to make it look like they were using cheats.

A month later, it seems like the hacking saga may have come to a close with the game developers patching the bug exploited by the hacker.

Because of the hack, the organizers had to suspend the tournament on March 17. Two days later, Apex Legends developer Respawn said on its official X account that it had “deployed the first of a layered series of updates to protect the Apex Legends player community.” Then a week later, the company wrote that it had “added another update that is intended to further protect our players and ensure the competitive integrity of Apex Legends.”

Respawn’s posts don’t clearly say that the updates patched the bugs exploited during the tournament. But the hacker behind the cheating scandal told TechCrunch this week that Respawn’s patches fixed the vulnerability that he had exploited to hack the two streamers.

“The exploit I’ve used in [Apex Legends Global Series] is fully patched,” the hacker, who goes by Destroyer2009, said in an online chat.

Destroyer2009, who previously told TechCrunch that he had hacked the two streamers “for fun,” said he didn’t want to reveal any technical details of the bug he exploited, even if it is now patched.

“No one likes when severe vulnerabilities in your product are exposed publicly. I asked my friend and we both agreed that we don’t really want to publicly expose what happened from a technical perspective yet,” the hacker said, referring to a friend he worked with to develop the hack.

Contact Us

Do you know more about this hack? Or other video game hacking incidents? From a non-work device, you can contact Lorenzo Franceschi-Bicchierai securely on Signal at +1 917 257 1382, or via Telegram, Keybase and Wire @lorenzofb, or email. You also can contact TechCrunch via SecureDrop.

Referring to an unrelated botched in-game update by Respawn this week, Destroyer2009 said: “[I] don’t think embarrassing them even more is fair.”

Destroyer2009 said he tested his exploit after Respawn’s announcement of the second update on March 26, although he said it’s possible it was patched sooner because he didn’t have a chance to test it before.

Destroyer2009’s hacks were high-profile, disruptive and caused a big stir in the Apex Legends community. The two streamers targeted, ImperialHal and Genburten, collectively have 2.5 million followers on the game-streaming platform Twitch, and several other Apex Legends players and streamers commented on the news of the hacks on their channels.

Yet, Respawn isn’t being forthcoming about the patches it released. TechCrunch asked Respawn and Electronic Arts, the owners of the development studio, to confirm whether the exploit used by Destroyer2009 is indeed patched, and if so, when it was patched.

But neither Respawn nor Electronic Arts responded to TechCrunch’s multiple requests for comment. The two companies did not respond to requests for comment in the last few weeks either.

Meanwhile, Destroyer2009 said he won’t do any more public hacks for now, because “anything more severe than the [Apex tournament hack] accident will be already considered as a real hacking with all the consequences so [probably] will just play the game until it gets boring as usual.”

Playruo lets you try game demos from your web browser

Image Credits: Playruo

It’s still unclear whether cloud gaming will ever become the next big thing. The appeal is clear: The game you’re playing runs in a data center near you, and the video output is directly streamed to your local device. When you interact with the game, everything is relayed back to the data center.

When it works, it’s an amazing experience. It’s a flexible, easy way to play games across multiple devices without buying new hardware. That’s why many companies have launched services that let you play games remotely — there’s Nvidia’s GeForce Now service, Microsoft’s Xbox Cloud Gaming, Amazon Luna, and Google’s now-defunct Stadia cloud gaming service.

But the vast majority of people still play video games on their own, local devices. A French company called Shadow tried something different by bringing your entire computer to the cloud: It isn’t just cloud gaming; it’s cloud computing. You can access Windows in the cloud and install anything you want. But Shadow hasn’t become a mainstream service either.

Fergus Leleu, Jean-Baptiste Kempf and Yannis Weinbach — three former employees at Shadow — decided to leave the company and try something different with their new startup, Playruo. Instead of letting you play your games in the cloud, their new company lets you play game demos in the cloud.

Click on a link to launch a game demo

In many ways, Playruo delivers on the original promise of Google’s Stadia: It lets you launch and play a video game from your web browser without having to install anything. Just like people share Google Docs links to share a document, game publishers can turn a game demo into a shareable link.

Behind the scenes, Playruo’s streaming technology is based on Kyber, a bidirectional streaming technology created by Kempf, the CTO of Playruo. Kempf is also better known as the president of VideoLAN, the organization behind the popular open source video player VLC. He has also worked on various video encoders and decoders used by some of the largest video platforms, including Netflix and YouTube.

Playruo relies heavily on open source software components, such as FFmpeg to encode the audio and video streams, and libVLC to decode the stream on your local device. The company uses QUIC for the transport layer network protocol.

I tried a couple of demos in Google Chrome on macOS, and the service worked as expected. You can start playing just a few seconds after clicking on the demo link, and on a solid fiber connection via Wi-Fi, it felt like I was playing a game locally.

How to make a viral game

There are thousands of games released on PC and game consoles every year. Unless you have a gigantic marketing budget, it’s hard to stand out.

Even worse, game publishers are also competing with old games. Some of the most played games of 2023 have been around for more than a decade — think Minecraft, Dota 2, Grand Theft Auto V, or League of Legends. It’s arguably one of the reasons why there have been so many rounds of layoffs in the games industry recently.

Playruo’s pitch is that it can be used by game publishers as part of a launch campaign to maximize their chances of success. For instance, at the end of a video trailer, a publisher could embed a thumbnail on YouTube with a link to the demo so you can try out the game easily.

Playruo links can also be integrated in game launchers. Imagine a popular Twitch streamer sharing a link to a multiplayer game demo so that viewers can team up with their favorite Twitch content creator.

Unlike traditional cloud gaming services, Playruo’s client here is the game’s publisher, and they pay the startup to offer a demo. Chances are that a demo that becomes viral will lead to increased game sales. Playruo is already working with Old Skull Games to promote Cryptical Path.

“We know the cloud gaming business model pretty well from our past experience. The big pitfall is that the various platforms do everything they can to prevent you from using the service too much,” Playruo’s co-founder and head of product, Weinbach, told me.

“It’s a bit ridiculous and counterintuitive. So we thought about a business model where it’s interesting for us that people stay for a long time,” he said. In other words, a viral demo could be considered as a success for a game publisher.

Playruo will have to make sure that it can quickly scale its fleet of servers (up and down) based on demand. The company relies on public cloud companies that offer virtual machines with GPUs, such as Amazon Web Services, Google Cloud, Microsoft Azure and Scaleway.

This will be a critical part of Playruo’s model. If the startup has too many servers running without anyone launching demos, it’ll lead to an expensive hosting bill at the end of the month. If the startup doesn’t have enough servers, many gamers will receive an error when they try to launch a demo.

But if it works well, Playruo can act as the top of the funnel for game purchases. After a 15-minute demo, players can get a link to add a game to their Steam wishlist, join a Discord server, or enter their email address to get more information. And they may not even realize that they played a game that wasn’t installed on their system.