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Valve representatives acknowledged that AI-assisted low-quality releases and game cloning are concerns for developers on Steam, but said the company does not want to dictate which tools developers may use. Valve says it is looking at ways to make Steam smarter and more dynamic, while its current discovery system moves from broad exposure to personalized recommendations.
Valve representatives Tom Giardino and Marc Wilkinson acknowledged concerns that AI tools are contributing to game cloning and a surge of low-quality releases on Steam, but said Valve does not want to bar developers from using particular tools. Speaking at Steam Indie Connect in Busan, South Korea, they pointed to improvements to Steam’s discovery systems as the company’s preferred response, rather than restricting developer access.
Giardino said Valve did not want to act as a gatekeeper over the tools developers use. He also argued that copying games predates generative AI, though AI may make it possible to produce clones more quickly. His advice to developers was to build a community and keep expanding a game with features and creative choices that reflect the people making it, rather than depend on one easily copied mechanic.
Wilkinson described how Steam Next Fest distributes visibility. During the event’s first two days, users are shown games in a largely random manner; afterward, recommendations become personalized to users’ apparent interests. Wilkinson said the initial broad exposure is intended to give developers a chance to be seen, while acknowledging that it can also put low-quality games in front of players.
The source report cites SteamDB data showing nearly 23,000 games released on Steam in 2026 at the time of reporting, before November. That figure counts releases, not AI-made games: the available material does not establish how many titles used AI or how many were clones. The report also describes developers’ concerns that crowded events and storefronts can make it harder for original games to reach players.
Discovery Is the Immediate Battleground
The dispute affects both developers seeking an audience and players sorting through a growing catalogue. A game that is quickly imitated may lose attention or commercial opportunity, while a large volume of releases can make discovery harder even when the games are not AI-generated. The reported release count provides scale, but it does not by itself show how much AI contributes to the problem.
Valve’s position also signals a trade-off in platform policy. Restrictions on developer tools could limit some forms of copying, but would require Valve to decide which tools or uses cross a line. Its stated preference is to improve recommendations and platform behavior without dictating how games are made. Whether that approach adequately addresses harmful cloning remains unresolved.
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Next Fest Balances Exposure and Relevance
The concerns were discussed at Steam Indie Connect, according to PC Gamer’s account of reporting by Inven Global. The source describes developers worried that sharing demos or concepts could expose their work to copying. It also reports at least one alleged extortion threat in which a developer was told a game would be cloned with AI and released first unless payment was made. That account is an allegation reported by the outlet, not a finding by Valve or an independently established pattern.
One example cited is Digital Suns Games, whose Israel Mallén said the studio cancelled a planned Moonlighter demo on Steam because of cloning concerns. Mallén suggested storefronts could give developers more ways to vet access to pre-release builds, such as considering account age, playtime or review history. Valve’s representatives acknowledged room for improvement, but the source report says no major changes of that kind appeared imminent.
“We don’t want to be gatekeepers telling developers which tools they should or shouldn’t use.”
— Tom Giardino, Valve
Scale of AI Cloning Remains Unknown
The report does not quantify how many Steam releases were made with AI, how many are clones, or how often developers have faced threats. The cited total of nearly 23,000 releases is a raw count; it is not a measure of AI use, and the source does not provide a comparison baseline for that figure.
It is also unclear what specific changes Valve is considering, when they might arrive, or whether the company will adopt any developer-vetting features. Valve’s acknowledgment of the problem does not amount to a commitment to a particular policy or schedule. The reported threat against a developer remains an attributed allegation, not a confirmed finding about wider activity on Steam.
Valve Has Set No Change Schedule
Valve has not announced a timetable or a detailed package of measures in the source report. For now, the described approach remains Steam’s existing mix of early broad exposure and later personalized recommendations, alongside a stated intention to make the platform smarter and more dynamic.
Developers and players will be watching for whether Valve makes changes to discovery, demo access or reporting systems, and whether those changes can address copying without restricting legitimate experimentation. Until the company provides specifics, the scope and likely effect of any response remain open.
Key Questions
What did Valve say about AI-generated or AI-assisted games?
Valve representatives acknowledged concerns about low-quality releases and cloning, but Giardino said the company does not want to dictate which tools developers may use.
How does Steam Next Fest handle game visibility?
According to Wilkinson, users see games through a largely random system during the first two days. Steam then shifts to personalized recommendations based on what users are likely to enjoy.
Does the reported figure of nearly 23,000 releases mean that many games used AI?
No. The figure cited by the report is a total number of Steam releases in 2026 at the time of reporting. It does not identify which games used AI or were clones.
Has Valve announced new protections against game cloning?
The source report describes Valve acknowledging room for improvement, but does not report a specific new protection, rollout date or policy change.
What did a developer suggest storefronts could do?
Israel Mallén of Digital Suns Games suggested giving developers more ways to vet who can access pre-release builds, including signals such as account age, playtime or review history.
Source: pcgamer.com
