Valve Says AI Cloning Is Not a New Problem, Suggests Independent Developers Compete via Community and Iteration
The Steam business team at Valve stated at a developer event in South Korea that it will not ban AI tools, arguing that community trust and continuous iteration are more effective than platform censorship in resisting AI cloning. The team also explained how the random distribution mechanism during the first two days of Next Fest amplifies the visibility of low-quality AI games.
At the Steam Indie Connect developer event in Busan, South Korea, Valve's Steam business team addressed a concern among independent developers: what is the platform's plan regarding AI cloning? Tom Giardino responded that Valve does not wish to act as a gatekeeper and will not dictate which tools developers may use; whether or not to use AI is up to each studio. However, this does not mean the platform is entirely hands-off. Since early 2024, Steam has required developers to disclose whether and how they have used AI, and Valve has stated it will follow up on reported extortion cases.
Giardino offered two lines of defense: building player trust in the studio and continuously updating the game. He called the former the first line of defense but immediately added that it takes time and is insufficient on its own. The latter is equally important. He drew an analogy with Valve's own history of handling piracy: rather than installing aggressive anti-piracy measures, Valve has always tried to make the legitimate version the best one. Giardino's logic is that a single game mechanic can be easily copied, but clones cannot catch up if features and creativity are constantly added through updates.
The premise of this logic is that the original creator's speed advantage comes from continuous creation, not from a one-time release. Giardino believes AI has merely accelerated existing plagiarism phenomena rather than creating new problems. Good demo concepts were being imitated even before AI appeared; AI simply made the process faster.