This will cost with low ROI.
If Steam is indeed customer focused, they might but doubtful.
This is really a call for games journalism to step up and try to innovate. Human curators with taste, and a number of them with different mindsets who people can find one that meshes their own, is more important than ever.
It's understood that there's a massive new flood of games from new game creators that are using a higher level abstraction like AI to build games.
At a smaller level, it can sound like the differences between folks that used to build games using assembler only or a higher level programming language, which built to the point until there were higher and higher level tools.
- I have a passion for making games but not the skill, and this lets me achieve my dream
- I can crank out games in an hour, and as long as I get 100 purchases over its lifetime I’m making money
There’s a wide spectrum of AI art between particle effects and a character drawn with brushstrokes via code or computer use and it’s hard to decide what should be labelled and how the labels can be enforced.
It would not lose all meaning. If you don't want to be tagged as AI, don't use AI to write your games. Customers can decide if that matters to them.
Personally, I do not think that Opus 5.5 has visual taste, and I find games with a UI clearly written by Claude to be unplayably ugly. I would love a filter that excluded them.
I don’t think you understood my point. If 90% of new games get tagged as AI no matter how non-slop they are, no developer will care if they get tagged, and most players will ignore the tags since it carries no meaning about the quality of the games.
Does that mean no AI assistance at all? How is that possible to detect for if someone uses it for code generation and compiles it to a binary?
Do they mean no AI artwork? Maybe easier to detect, but mostly based on vibes still.
Do they mean no AI features? But why, wouldn’t an adventure game where you can talk naturally to NPCs be kind of cool?
Madness.
How about a filter for “No souless shitty copycat games that are pure cash grabs”. I’m sure Jev can help detect these at scale.
https://store.steampowered.com/news/group/4145017/view/38624...
https://partner.steamgames.com/doc/gettingstarted/contentsur...
It originally meant low-quality content that was obviously AI that's trying to be passed off as real.
But the anti-AI crowd has co-opted the term to mean any AI-generated content, regardless of quality and the intent of its usage. Some of them refer to Expedition 33 (Which scored as one of the greatest games of 2025) as AI slop, despite AI not even being used for the final product, beyond one in-game poster that accidentally shipped with its AI placeholder rather than the hand-made asset.
AI Used in back-office administration, internal documentation & presentations
AI Used in research
AI Used for generating placeholders
AI Used for Upscaling (DLSS)
AI Used for translations of UI.
AI Used in the final product (assets incl. textures, 3D, sound and voice)
AI Used in final product (code)
To say nothing of the other disciplines of AI like machine vision or voice recognition or dynamically building a story tree or character response.
I used to assume that low effort indies would be the major force for the game equivalent of gen-AI tiktok fruit slop, but when I saw DLSS 5 I realised it might come for AAA first.
This is just something I’m starting to ruminate on, so I recommend that you go watch the video. As a lifelong gamer and sometimes game developer, I want to live in a world where everybody and their mother can implement a game idea that they have. we just need better mechanisms to critique those games at a similar scale.
The productivity gains are just that immense, ESPECIALLY for the kind of "brainless plumbing" that a majority of AAA gamedev is
The problem is "a number of submissions we weren't prepared for," not "AI."
This is what people are mad about: https://store.steampowered.com/app/5106420/Leverage_Real_Est... https://store.steampowered.com/app/5155900/Ages_TD_Demo/?cur... https://store.steampowered.com/app/5200920/BATTLE_PARTS__POW... https://store.steampowered.com/app/4609270/Naval_Supremacy/?...
These are, as a whole, poorly-balanced, poorly-implemented, and in some cases poorly-conceived. The art is terrible, but the code is also terrible, and the games are not fun. Not only are we lacking authorial intent, we’re lacking any amount of basic quality. Everything from the code to the store page is AI-generated, and it makes it not only be unfun, it robs you of the usual markers of a low-effort cash-grab asset flip (eg, Stock Car Store Simulator)
And there are a lot this year
Slop is inversely proportional to time invested.
But yeah, already a year ago you would see on Steam, twenty almost identical games released on the same day.
--
As a counterpoint, I spent several years working on a game that's absolute shit. (And I can name similar examples but I won't!) Meanwhile I've made much better games with AI. (Or rather, AI made them...)
Quality is decoupled from time invested. That was already true before AI. But time is still probably the best proxy we have.
Maybe bringing back Greenlight would be good. Nobody would Greenlight 10 identical puzzle games uploaded on the same day. But they would accept high quality games, regardless of how they were made.
Thankfully Steam has easy refunds if you don't like a game or it doesn't live up to it's marketing page.
[citation needed]
There theoretically could be - and I don't have an issue with an otherwise competent dev/artist making use of AI tools - but I know no examples of good games that also deserve a "made with AI"/"uses AI" badge.
Do people expect Steam to proctor the entire development process?
Issue here is not AI use, but very low amount of creative human effort that went into making some games.
There are three existing realistic solutions for this problem:
- raise SteamWorks deposit of $100 for launching a new game on Steam (to reflect lower cost of making games with coding agents)
- reviews by users and pro game critics
- users can request refunds under 2 hours of playtime
This already exists (or did)
So does this!
> There are three existing realistic solutions
- those who needlessly reduce things to binaries
- those who articulate nuanced positions that tend to confuse and bore people
- those who lose the plot entirely by making self-referential meta-points
Someone who's played a lot of games and can keep iterating seems like not always a bad thing.
Well it seems we are here now.
We are almost certainly already there with AI coding, and if we aren't I give it six months to a year tops. AI is being used for coding everywhere now. The difference between the slop and non-slop isn't whether or not AI is being used. It's how much care is being taken by the developer. But it's no longer a question of whether new code had AI contributions. It did.
By the simple mechanics of information theory, there's always going to be certain common grain to what you get if you try to prompt entire massive systems into existence with minimal human input as to what the system should be. You'll always be able to type in "give me a 2D platformer like Mario but with cats and barn animals instead" and get some sort of slop result, no matter how good that slop result may eventually become in the abstract. It'll take more information from somewhere to make it something other than that slop result.
(Though that information may not all source from a human sitting there and batting things back and forth with an AI, though that will be an effective method.)
I'm confining myself to "code" here, which is mostly useful to a game because of the results of the code. Gamers do not sit there and actually admire the cleverness or cleanliness of the code. I'm not speaking to art, which is a more complicated scenario. You can make a similar case for visual and audio art, but I also don't think the AI stuff is as far along relatively speaking as it is for code.
You can have AI create the rules for you, or you can have the AI create the code that implements the rules. It's not different for art. You can have the AI create concepts for your, or you can direct the AI towards a specific vision.
I don’t want AI either but I find AI art more offensive
Most playing a video game know nothing of programming let alone the specific architecture or development process, so I am not sure how you would expect them to express feelings about the code.
Narrarive or script is still in the same artistic consideration though, so say if the game was a sort of meta exploration of the code, this might expose the same sort of "value" over code.
I see no calls for nuance, just calls for Valve to reduce slop visibility or to provide a simple way to ignore slop. A filter for games made with AI is probably all that most players want. Perhaps some folks would find value in more distinctions (say, separate tags for AI art assets vs AI code), but right now Steam Next Fest is drowning.
rivetfasten•1h ago
Z=AI in this case, but lazy solutions are as old as time.
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