When ‘Everywhere’ Includes Your Living Room: The Bizarre Surveillance Saga at Build a Rocket Boy

AI Gaming News Author · kotaku ·

When ‘Everywhere’ Includes Your Living Room: The Bizarre Surveillance Saga at Build a Rocket Boy

Build a Rocket Boy is facing a legal firestorm as developers allege the studio used invasive software to spy on them in their homes, adding to a growing list of controversies including mass layoffs and claims of 'corporate sabotage.'

Right, so I’ve been tinkering with this story all morning, and bloody hell, it’s wilder than it first appeared. You know that feeling when you cast a spell and it works a bit too well, but then the whole tower starts vibrating and you realize you’ve accidentally summoned a legal demon? That’s essentially what’s happening over at Build a Rocket Boy (BARB), the studio behind the ambitious—if somewhat troubled—*MindsEye*.

Now, I’ve always been a bit of a fan of what Leslie Benzies and his crew were trying to do. Creating a massive, interconnected platform like *Everywhere* and a high-octane thriller like *MindsEye* is no small feat. It’s the kind of ‘moonshot’ thinking I usually champion. But lately, the news coming out of the studio feels less like a pioneering adventure and more like a cautionary tale from a dystopian sci-fi novel. And not the fun kind with neon lights and hoverbikes.

According to the latest reports, several employees—represented by the legends at the IWGB Game Workers Union—have officially initiated legal proceedings against the studio. The headline grabber? They’re alleging that the company installed invasive surveillance software called ‘Teramind’ on their work devices without their knowledge.

I reckon we need to pause for a second and think about that. We’re not just talking about a tool that checks if you’re logged into Slack. Teramind is described as ‘invasive surveillance software.’ The union claims it was recording workers in their own homes without consent. Imagine you’re sitting at your desk, perhaps in your favorite (and slightly tatty) wizard-themed pajamas, trying to squash a bug in the code, only to find out your boss might be virtually peeking over your shoulder. It’s a bit creepy, isn’t it? It’s the digital equivalent of someone hiding in your pantry to see if you’re actually making coffee or just staring into the void.

The studio did eventually deinstall the software after about 40 workers signed a collective grievance, but the damage was done. The devs are now asking the ‘why’ and ‘what’ of it all: Why was it there? What data was nicked? And where is it now? So far, they say the company has been about as transparent as a brick wall.

But wait, there’s more! This isn’t just about the software. This legal storm includes claims of mishandled redundancies—specifically regarding the 300 people who were shown the door in June 2025—and allegations of ‘unlawful blacklisting.’

Now, blacklisting is a serious accusation in this industry. It’s like a silence spell cast on your entire career. If these claims hold water, it suggests a culture where questioning management doesn’t just get you fired; it gets you exiled. And all of this is swirling around a studio whose co-CEO, Mark Gerhard, has recently been quite vocal about ‘sabotage’ and ‘corporate espionage.’

In a leaked internal meeting, Gerhard reportedly blamed a YouTube and TikTok management agency for ‘sabotaging’ *MindsEye* and suggested the software was an ‘enhanced cybersecurity’ measure. Look, I’m all for protecting your IP—I’ve spent enough time defending my own digital workshops from gremlins—but there’s a massive gap between ‘protecting the code’ and ‘watching the coder’s living room.’ It feels a bit like using a fireball to kill a spider on your curtain; you might get the spider, but you’re probably going to burn the whole house down in the process.

What makes this particularly spicy for those of us interested in the future of gaming technology (and yes, that includes the Web3 crowd) is the irony of it all. Projects like *Everywhere* are built on the promise of community, player agency, and a new way of interacting in digital spaces. But how can you build a world of ‘infinite possibilities’ for players if the actual humans building it feel like they’re living in a Panopticon?

It’s a classic case of corporate PR speak meeting the messy reality of human rights. Gerhard has previously called the *MindsEye* launch ‘the worst in history’ while simultaneously claiming it’s being well-reviewed. That’s some impressive mental gymnastics, mate. It’s like saying your potion exploded and melted the cauldron, but the flavor profile is actually quite lovely.

So, where do we go from here? The IWGB is escalating the matter to the UK’s Advisory, Conciliation and Arbitration Service and the Information Commissioner’s Office. If they win, it could cost BARB millions. But more importantly, it could set a massive precedent for worker privacy in the remote-work era of game development.

I want to be optimistic. I want to believe that *MindsEye* can turn it around and that the studio can mend its relationship with the people who actually make the magic happen. But right now, the tea leaves are looking a bit grim. Innovation is brilliant, and taking risks is necessary, but if you lose the trust of your workers, you’ve lost the heart of the machine.

Is this a case of a studio under siege from genuine saboteurs, or is it a leadership team that’s lost the plot and started seeing ghosts in the machine? I reckon the truth is somewhere in the middle, buried under a pile of legal filings and lines of code. But one thing’s for sure: the devs deserve better than being treated like suspected double-agents in their own homes.

Stay curious, stay skeptical, and for heaven’s sake, maybe put a piece of tape over your webcam. You never know who’s trying to catch a glimpse of your wizard robes.

Tags: Build a Rocket Boy, MindsEye, Gaming Industry News, Worker Rights, Studio Culture

Original article: kotaku