Steam’s October Next Fest featured a surprising number of demos openly using generative AI during development. A TechRaptor analysis found that 504 demos, roughly 17% of the festival lineup, listed generative AI in their disclosures, spanning everything from store-page images to in-game audio and prose.
The signs were evident to anyone browsing the festival: slightly off images, store descriptions that read like a clever but soulless autocomplete, and placeholders passed off as finished assets. Developers flagged AI use for various aspects, including marketing and store assets, concept and in-game art, music and sound effects, voice work, translation, code, writing, and ideation. TechRaptor’s tally lists the breadth of disclosures and shows how commonplace the practice has become among small teams looking to move faster or cut costs.
One of the most-played demos that disclosed AI usage was Cloudheim, which made it into the top 50 most-played games of the week. The disclosure states that AI was primarily used for internal communication, with the developers also noting that AI replaced no people in roles such as artists, engineers, voice actors, or localization staff.
There are practical reasons teams turn to generative AI. Small developers face crushing costs and shrinking budgets, making AI a tempting shortcut for placeholder art, text, or localization. Still, that shortcut raises questions about artistic intent, labor impact, and quality control. When a machine stitches together existing work, the result can feel like an academic exercise rather than a creative act with real human authorship.
Disclosure rules on Steam at least force the conversation into public view. That transparency matters, but it also invites a follow-up question: if 504 demos disclosed AI use, how many more used it without disclosing until players noticed? Past examples include games that only admitted generative assets after community detection, and those cases suggest disclosures are not yet uniform.
For context on how massive Steam’s platform is and why a spike like this matters, see the site’s coverage of Steam’s concurrent peaks in traffic Steam hits 41.66 million concurrent users. When the storefront is this significant, small changes in disclosure policy or developer practice scale quickly.
Readers are left with a choice: seek out games that emphasize human-made art and design, or accept a future where generative tools are standard parts of production. The debate over jobs, creative ownership, and the role of human artists in games is likely to intensify as these tools become more accessible.
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