Steam Next Fest · October 2026 · Data feature

Did AI-disclosed demos underperform at Steam Next Fest?

Steam's October 2026 Next Fest had 7,130 demos, and about a third of them carried the store page's “AI Generated Content Disclosure”. We compared their wishlist and follower gains during fest week with everyone else's, checked the result against a third-party AI flag, and read what the developers actually wrote about their AI use.

7,130 demos · two AI labels · fest window 19–26 Oct 2026 · wishlist figures are Gamalytic estimates

TL;DR

The short version

7,130demos in the fest
2,437carried Steam’s AI disclosure
54 vs 72median wishlist Δ, disclosed vs not (est.)
4 of 5size bands where disclosed demos matched or beat the rest
12 of 98top-100 most-played slots held by disclosed demos
99.88%agreement between Steam’s disclosure and a third-party AI flag

Context

Why ask this question at all

Since Valve began asking developers to describe their use of generative AI, a growing share of store pages carry a block titled “AI Generated Content Disclosure”. The developer writes the text. Steam shows it on the store page next to the content descriptors. Players can see it before they wishlist or download a demo.

Developers argue about it constantly. Some worry that the label alone puts players off. Others say it barely registers next to the trailer, the capsule art and the price. Steam Next Fest is a good natural test bed for that argument. Thousands of demos launch into the same week-long window, they get the same storefront exposure rules, and wishlist movement during that week is the metric most indie teams care about.

So we took every confirmed participant in the October 2026 Next Fest and asked a plain question. Did demos that carried the disclosure gain fewer wishlists and followers during fest week than demos that did not?

This is an observational study. It describes what happened to two groups of demos. It cannot tell you what would have happened to any one game if it had added or removed its disclosure.

See the games, not just the label

What the disclosed demos look like

Charts and disclosure text only go so far. A player browsing Next Fest doesn't read a label first. They see a capsule, a few screenshots and a trailer. So before the numbers, here is what a dozen disclosed demos actually showed on their store pages.

We picked these twelve because their own disclosure says generative AI touched the art, visuals or promotional material, not just translation or code. Some of them have the look many players now call “AI slop”: glossy, over-smoothed faces that resemble each other, painterly backdrops with too much detail and no clear focal point, mushy or inconsistent textures, and illustration styles that don't match the rest of the game. Others look entirely conventional, and you would not guess from the screenshots that AI was involved at all.

That spread is the point. On Steam, “has an AI disclosure” covers everything from a machine-translated menu to a fully AI-generated art pipeline. The same yes/no label sits on all of them.

This is a hand-picked selection, not a random sample, and it leans toward visible AI art on purpose. The “what we see” notes are our own reading of the store media, not the developer's words. Nothing here shows that the look, or the label, caused any game's result. Wishlist changes are Gamalytic estimates, shown for context only. Screenshots and trailers are the developers' store assets, shown as captured from Steam on 28 Oct 2026; the trailers are local 480p copies.

Where AI is part of the art pipeline

Obolus

Fest wl Δ +0 (est.) from 48

AI use, per the developer: “The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI”, including a style model trained on 1930s cartoon references, with every asset reworked over many passes.

Steam store screenshot 1 of ObolusSteam store screenshot 2 of ObolusSteam store screenshot 3 of Obolus
Store trailer (local 480p copy)

What we see: Painterly fantasy backdrops (crystal canyons, giant moons, glowing mushroom forests) behind rubber-hose-style cartoon characters. The backdrops have the soft, everything-in-focus lighting typical of diffusion-model images, while the characters and card frames are more consistent with each other.

NEBULA BREAK

Fest wl Δ +0 (est.) from 24

AI use, per the developer: Graphics (sprites, logo, artwork) generated with Google Gemini and OpenAI image models, then curated and edited; music and sound effects generated locally with ACE-Step.

Steam store screenshot 1 of NEBULA BREAKSteam store screenshot 2 of NEBULA BREAKSteam store screenshot 3 of NEBULA BREAK
Store trailer (local 480p copy)

What we see: A retro vertical shooter. The large boss sprites and the pseudo-3D stage have a glossy, airbrushed rendering that sits apart from the flat pixel bullets and interface. Listen to the trailer too: the soundtrack is AI-generated as well.

LYSSA: Goddess of Rage

Fest wl Δ +35,706 (est.) from 391

AI use, per the developer: “The design of each of our characters is thought out and created by our artists and scriptwriters manually, but we also use neural networks in pre-production to help artists render fine character details faster.”

Steam store screenshot 1 of LYSSA: Goddess of RageSteam store screenshot 2 of LYSSA: Goddess of RageSteam store screenshot 3 of LYSSA: Goddess of Rage
Store trailer (local 480p copy) · mature themes

What we see: Hyper-detailed, glossy pin-up character renders over a busy cyberpunk street, with smooth skin, similar faces across characters and dense signage. It's the look many players associate with AI-assisted mobile-game art. It also broke out: one of the biggest disclosed movers of the fest.

Potion-making: Path of the Alchemist

Fest wl Δ +30,765 (est.) from 11,328

AI use, per the developer: “Character designs are created manually by artists and writers, but we use AI to speed up the drawing of details. We also use AI to speed up the drawing of backgrounds.”

Steam store screenshot 1 of Potion-making: Path of the AlchemistSteam store screenshot 2 of Potion-making: Path of the AlchemistSteam store screenshot 3 of Potion-making: Path of the Alchemist
Store trailer (local 480p copy)

What we see: Polished painted portraits inside glowing rune frames, and dense storybook maps. The portraits share the slightly airbrushed, symmetrical-face finish common to AI-assisted detailing. The overall presentation is coherent and well-produced.

Hack You

Fest wl Δ +19,636 (est.) from 9,411

AI use, per the developer: “The game uses static images and UI elements (including a cryptocurrency exchange chart) generated with AI tools,” manually post-processed; code, mechanics, audio and level design made without AI generation.

Steam store screenshot 1 of Hack YouSteam store screenshot 2 of Hack YouSteam store screenshot 3 of Hack You
Store trailer (local 480p copy)

What we see: A desktop-simulation game. Most of the screen is code editors, chats and menus. The AI work shows up in the pictures inside it: anime-style character images on the in-game monitors and webcam, and a generated passport photo.

Metromino

Fest wl Δ +72 (est.) from 96

AI use, per the developer: “Generative AI was used for some 2D game assets, which were reviewed and edited by the developer.”

Steam store screenshot 1 of MetrominoSteam store screenshot 2 of MetrominoSteam store screenshot 3 of Metromino
Store trailer (local 480p copy)

What we see: Tidy top-down city tiles carry most of the game. The bright, stock-illustration-style park and skyline backdrop on the result screens is the kind of generic cartoon scene image generators produce easily.

PEEMAN

Fest wl Δ +13,788 (est.) from 12

AI use, per the developer: “Some visual assets and portions of the game’s code were created with the assistance of generative AI,” reviewed and edited by the developer.

Steam store screenshot 1 of PEEMANSteam store screenshot 2 of PEEMANSteam store screenshot 3 of PEEMAN
Store trailer (local 480p copy)

What we see: Pixel-art city scenes with a large cartoon billboard mascot and an anime-style character portrait in the dialogue. The styles are mixed, but the overall look is deliberate and stylised rather than obviously generated.

Silk Road Defenders

Fest wl Δ +12 (est.) from 48

AI use, per the developer: “Artificial intelligence was utilized in visual design and in-game audio. AI support was also employed to some extent in coding.”

Steam store screenshot 1 of Silk Road DefendersSteam store screenshot 2 of Silk Road DefendersSteam store screenshot 3 of Silk Road Defenders
Store trailer (local 480p copy)

What we see: A tower-defence game with painted unit portraits on menu cards and a separate, simpler map style. The unit art and the battlefield don't feel like they came from the same hand, which is a common sign of mixed AI and hand-made assets.

Where it is harder to spot

Last Zone: Quarantine

Fest wl Δ +480 (est.) from 732

AI use, per the developer: “Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI.”

Steam store screenshot 1 of Last Zone: QuarantineSteam store screenshot 2 of Last Zone: QuarantineSteam store screenshot 3 of Last Zone: Quarantine
Store trailer (local 480p copy)

What we see: Conventional-looking top-down 3D survival: roads, forests, zombies, inventory screens. From the gameplay screenshots alone it's hard to point at anything that reads as AI-made. The disclosure mentions promotional art as well, which you see on the capsule rather than in the game.

The Inconvenience Store

No usable fest-window data

AI use, per the developer: “Generative AI tools were used to assist in creating some pre-generated 3D models, textures, and promotional assets.”

Steam store screenshot 1 of The Inconvenience StoreSteam store screenshot 2 of The Inconvenience StoreSteam store screenshot 3 of The Inconvenience Store

The store page had no trailer when we checked.

What we see: An early-looking, sparsely furnished 3D prototype with simple props and flat lighting. Nothing here looks like the glossy AI-art stereotype, which is a reminder that AI-assisted 3D models and textures can look like any other placeholder art.

Aurora: Firebreak

Fest wl Δ +48 (est.) from 84

AI use, per the developer: “Generative AI was used during development for much of the current artwork and parts of the game's writing.” The developer calls the current store art “placeholder material”.

Steam store screenshot 1 of Aurora: FirebreakSteam store screenshot 2 of Aurora: FirebreakSteam store screenshot 3 of Aurora: Firebreak
Store trailer (local 480p copy)

What we see: Dark, interface-heavy space strategy: star maps, tech trees, hangar menus and tiny ship icons. The AI artwork mentioned in the disclosure is mostly in the icons and store art rather than anything large on screen.

ArcheAge Chronicles

Top-100 #13 · fest wl Δ +88,288 (est.)

AI use, per the developer: AI tools used “only as a starting point” for some item icons, UI images, parts of the world map and some background and weapon assets, all “edited, composited, retouched, or remodeled by our art team”.

Steam store screenshot 1 of ArcheAge ChroniclesSteam store screenshot 2 of ArcheAge ChroniclesSteam store screenshot 3 of ArcheAge Chronicles
Store trailer (local 480p copy)

What we see: Large-budget 3D fantasy environments and combat that look like any conventional big-studio action RPG. This is the far end of the spectrum: the same label as the games above, with no visible “AI look” in the store media.

Put side by side, these twelve make the problem with a yes/no label obvious. Readers, players and press lists that treat “disclosed” as one category are lumping together a cartoon card game with AI backdrops, a big-studio RPG that used AI for some icons, and a prototype with a few AI-assisted textures. The rest of this article measures how that whole mixed group performed.

Scope

The data: what we measured

Sources and coverage. All times UTC−3.
ItemWhat it is
Universe7,130 demos confirmed as participants in Steam Next Fest, October 2026
Fest window19 Oct 2026 14:00 → 26 Oct 2026 14:00 (UTC−3)
Cohort A (Steam disclosure)Store page contains the heading “AI Generated Content Disclosure”: 2,437 yes · 4,470 no · 223 unknown
Cohort B (third-party flag)Gamalytic `aiContent=true`: 2,429 flagged · 4,683 not flagged · 18 missing
Lift metricsWishlist Δ and follower Δ over the fest window. Gamalytic ESTIMATES.
Lift coverage7,094 demos with usable before/after data points; 36 excluded
Public Steam signalSteam’s “Most played demos” top 100, snapshot 26 Oct 2026 ~09:33 (UTC−3); 98 of 100 titles were in the fest universe
Not availablePage visits, impressions, conversion and revenue for these demos. Valve doesn’t publish them for other developers’ games.

Timing matters here. The disclosure census ran on 27–28 October 2026, after the fest closed. The Gamalytic flag snapshot is from the morning of 27 October. Developers can edit the disclosure whenever they like, and we caught at least one page removing it the evening we checked. So “disclosed” means disclosed when we looked, which is very likely, but not certainly, the same as during the fest.

Definitions

How to read the numbers

Headline result

Cohort A: disclosed vs non-disclosed

Start with the raw comparison. Across all demos with usable data, the typical disclosed demo gained fewer wishlists and fewer followers than the typical non-disclosed demo, and slightly fewer than the fest as a whole.

Bar chart: median wishlist change during the fest was 54 for disclosed demos, 72 for non-disclosed and 60 for all fest demos.
Figure 1. Median estimated wishlist Δ over the fest window. Disclosed 54, non-disclosed 72, all fest 60. That is −25% vs non-disclosed and −10% vs all. Gamalytic ESTIMATES.
Bar chart: median follower change was 4 for disclosed demos, 6 for non-disclosed and 5 for all.
Figure 2. Median follower Δ over the fest window: 4 vs 6 vs 5. Followers are publicly visible on Steam, but the wishlist estimate is modelled from them, so Figures 1 and 2 are not independent evidence.
Table 1. Cohort A lift summary. Wishlist and follower figures are Gamalytic ESTIMATES.
GroupDemosWith dataMedian wl ΔMean wl Δp90 wl ΔSum wl ΔMedian fol ΔMedian baseline
Disclosed2,4372,42254335.1431.4811,7054132
Non-disclosed4,4704,45272842.01,171.43,748,6356228
Unknown (gated pages)2232205822,161.34,716.4475,490492,190
All fest7,1307,09460709.9948.75,035,8305192
Bar chart: 4.8% of disclosed demos gained 1,000 or more wishlists vs 11.3% of non-disclosed and 9.8% of all.
Figure 3. Share of demos that gained 1,000+ estimated wishlists during the fest.

Why raw medians mislead

The size problem

The p-value on baseline size is the clue. Disclosed demos came into the fest much smaller. Their median pre-fest wishlist estimate was 132, against 228 for non-disclosed demos.

Bar chart: median pre-fest wishlist baseline was 132 for disclosed demos, 228 for non-disclosed, 192 for all.
Figure 4. Median pre-fest wishlist baseline (Gamalytic ESTIMATE). Disclosed demos started the fest at a little over half the size of non-disclosed ones.

Look at where each group sits and the picture sharpens. 82% of disclosed demos (1,988 of 2,422) started below 500 wishlists. Small games add fewer wishlists in absolute terms almost by definition. A group that is mostly small will have a lower median whatever is printed on its store pages.

Grouped bar chart showing the share of each group in five pre-fest baseline bands. Disclosed demos are concentrated in the two smallest bands.
Figure 5. Distribution of each group across pre-fest wishlist bands. Disclosed demos are heavily concentrated below 500 wishlists. Only 40 disclosed demos started at 10,000+, against 348 non-disclosed.

Controlling for baseline

Same-size comparison

Here is the fairer comparison: disclosed and non-disclosed demos of a similar size. The result flips in most bands.

Grouped bar chart of median wishlist change by pre-fest baseline band. Disclosed demos match or exceed non-disclosed in the four smaller bands and trail slightly at 10,000 or more.
Figure 6. Median wishlist Δ by pre-fest baseline band, Cohort A. Disclosed demos match or beat non-disclosed demos in 4 of 5 bands. They trail only at ≥10,000 (3,018 vs 3,181, n=40 disclosed). Gamalytic ESTIMATES.
Table 2. Median wishlist Δ / median follower Δ by baseline band. Gamalytic ESTIMATES.
Pre-fest wishlistsDisclosed nDisclosed wl Δ / fol ΔNon-disclosed nNon-disclosed wl Δ / fol ΔAll fest wl Δ
<10098224 / 21,22224 / 224
100–4991,00660 / 51,70048 / 460
500–1,999289204 / 16704144 / 11168
2,000–9,999105863 / 55478629 / 41684.5
≥10,000403,018 / 1573483,181 / 1733,180

In the 500–1,999 band, the typical disclosed demo gained 204 wishlists against 144. In the 2,000–9,999 band the figures were 863 vs 629. In the smallest band the estimates move in coarse steps, and every group lands on the same median of 24.

Bands control for one thing only: starting size. Genre, team size, marketing budget, trailer quality and demo length are all uncontrolled. The ≥10,000 disclosed band has just 40 demos.

Public signal

The breakout tier: Steam’s top 100

Medians describe the typical demo. Next Fest careers, though, are often made at the top: the demos that reach Steam's “Most played demos” chart and gain tens of thousands of wishlists in a week. That tier looks very different.

Grouped bar chart comparing share of universe and share of the top-100 most-played chart for disclosed, non-disclosed and unknown demos.
Figure 7. Share of the fest vs share of the top-100 most-played demos (snapshot 26 Oct 2026). Disclosed demos held 12 of the 98 in-fest slots, 0.36× their share of the fest.
Table 3. Representation on Steam’s ‘Most played demos’ top 100. Two charted titles were not in the fest universe.
GroupIn top 100Share of 98Share of festTop 10Top 50
Disclosed1212.2%34.2%03
Non-disclosed8283.7%62.7%1045
Unknown (gated)44.1%3.1%01
Four donut charts: disclosed demos were 34.2% of the fest, 12.2% of the top-100, 16.1% of summed wishlist gains and 20.4% of summed follower gains.
Figure 8. Disclosed demos’ share of the fest vs their share of results. Gamalytic ESTIMATES for the wishlist and follower sums.

Twelve disclosed demos made the chart. None reached the top 10, and only three reached the top 50. Here they are, with their rank and estimated wishlist gain during the fest:

Disclosed demos in Steam’s top-100 most played (26 Oct 2026)

Steam header image for ArcheAge Chronicles
ArcheAge Chronicles#13 · +88,288 wl (est.)
Steam header image for Never Be Alone
Never Be Alone#21 · +29,493 wl (est.)
Steam header image for Teach My Little Sister How To Drive
Teach My Little Sister How To Drive#42 · +4,349 wl (est.)
Steam header image for BreathBound
BreathBound#57 · +708 wl (est.)
Steam header image for SLAM TANK
SLAM TANK#59 · +29,441 wl (est.)
Steam header image for Ski Lines: Trail Map
Ski Lines: Trail Map#60 · +1,404 wl (est.)
Steam header image for Hunting Simulator 3
Hunting Simulator 3#64 · +6,470 wl (est.)
Steam header image for Slotbound
Slotbound#72 · +3,623 wl (est.)
Steam header image for Golden Trivia Show
Golden Trivia Show#74 · +4,615 wl (est.)
Steam header image for Never Wither
Never Wither#77 · +3,521 wl (est.)
Steam header image for Path of the Yaoguai
Path of the Yaoguai#80 · +3,554 wl (est.)
Steam header image for Origins Trading Card Game
Origins Trading Card Game#96 · +2,653 wl (est.)

For contrast, here is the top 10 of the same chart. All ten are non-disclosed:

Top 10 most-played demos (26 Oct 2026): all non-disclosed

Steam header image for Worst Class Ever
Worst Class Ever#1 · +14,601 wl (est.)
Steam header image for Probably Stolen - Cyberpunk Shopkeeper Sim
Probably Stolen - Cyberpunk Shopkeeper Sim#2 · +107,638 wl (est.)
Steam header image for just volleyball
just volleyball#3 · +26,922 wl (est.)
Steam header image for Fart Together
Fart Together#4 · +18,799 wl (est.)
Steam header image for Find The Needle
Find The Needle#5 · +36,781 wl (est.)
Steam header image for Character House -Desktop Companion-
Character House -Desktop Companion-#6 · +11,333 wl (est.)
Steam header image for Abyssal Lapidary
Abyssal Lapidary#7 · +111,812 wl (est.)
Steam header image for Frostrail
Frostrail#8 · +51,028 wl (est.)
Steam header image for Loftia
Loftia#9 · +55,172 wl (est.)
Steam header image for Mortuus
Mortuus#10 · +53,698 wl (est.)

This is also where size bites hardest. Chart-toppers tend to arrive with large pre-fest audiences, and only 40 disclosed demos started the fest above 10,000 wishlists. With the data we have, we can't separate the effect of the label from the fact that disclosed games are smaller.

Counter-examples

Disclosed demos that broke out anyway

A thin breakout tier is not the same as no breakout tier. Several disclosed demos had big weeks, some of them from tiny baselines.

Horizontal bar chart of the 14 disclosed demos with the largest estimated wishlist gains, led by ArcheAge Chronicles at 88,288.
Figure 9. Largest estimated wishlist gains among disclosed demos during the fest. Gamalytic ESTIMATES.

Big disclosed movers

Steam header image for LYSSA: Goddess of Rage
LYSSA: Goddess of Rage+35,706 wl (est.) from a baseline of 391
Steam header image for Potion-making: Path of the Alchemist
Potion-making: Path of the Alchemist+30,765 wl (est.) from 11,328
Steam header image for Hack You
Hack You+19,636 wl (est.) from 9,411
Steam header image for PEEMAN
PEEMAN+13,788 wl (est.) from 12
Steam header image for ArcheAge Chronicles
ArcheAge Chronicles+88,288 wl (est.) · top-100 #13
Steam header image for SLAM TANK
SLAM TANK+29,441 wl (est.) · top-100 #59

LYSSA: Goddess of Rage went from an estimated 391 wishlists to roughly 36,000 in one week. PEEMAN started at an estimated 12. Whatever held the disclosed group back on average, it clearly did not stop individual disclosed games from breaking out.

Unknown bucket

The 223 we could not see

223 store pages could not be classified. 222 sat behind an adult-content gate or a sign-in wall, and one was a redirect or removed page. These are not “non-AI”. We simply could not read the page.

A second lens

Cohort B: the third-party AI flag

Steam's disclosure is the official signal, but many tools, dashboards and press lists rely on third-party data. So we repeated the analysis with Gamalytic's `aiContent` flag (snapshot 27 Oct 2026). It is a third-party field with an undocumented method, not a Valve label. We report it as “Gamalytic says”, never as “Steam says”.

Bar chart: median wishlist change was 48 for Gamalytic-flagged demos, 72 for not flagged and 60 for all.
Figure 10. Cohort B median estimated wishlist Δ: flagged 48, not flagged 72, all 60. Median follower Δ: 4, 6, 5. Gamalytic ESTIMATES.
Table 4. Cohort B lift summary. Gamalytic ESTIMATES; flag is third-party.
GroupDemosWith dataMedian wl ΔMean wl ΔSum wl ΔMedian fol ΔMedian baseline
Flagged2,4292,42048332.4804,5134132
Not flagged4,6834,67472905.34,231,3176252
Not flagged, excl. gated pages4,4604,45472843.23,755,8276228
Missing flag180–––––
All fest7,1307,09460709.95,035,8305192

A step artifact

Why 48 is not really lower than 54

At first glance the flagged median (48) looks worse than the disclosed median (54). It isn't. The two groups are almost the same demos. The gap comes from how the estimates are rounded.

Histogram of wishlist change values in steps of 12 for disclosed and flagged demos, showing almost identical distributions with the median falling between 48 and 60.
Figure 11. At small sizes, estimated wishlist Δ moves in steps of 12. Both groups have almost exactly half their demos at ≤48: 1,211 of 2,422 disclosed vs 1,212 of 2,420 flagged.

With an even number of demos, the median is the average of the two middle values. For the disclosed group the two middle values straddle the boundary (48 and 60), so the median is their midpoint, 54. For the flagged group, one extra demo at ≤48 means both middle values are 48. One demo separates the two figures. Don't report “48 vs 54” as a difference between the cohorts.

Controlling for baseline

Cohort B, same-size comparison

Grouped bar chart of median wishlist change by baseline band for flagged vs not flagged demos; flagged match or exceed in four of five bands.
Figure 12. Median wishlist Δ by pre-fest baseline band, Cohort B. Flagged demos match or beat not-flagged demos in 4 of 5 bands, and trail at ≥10,000 (3,014 vs 3,197.5, n=39 flagged). Gamalytic ESTIMATES.
Table 5. Cohort B by baseline band. Gamalytic ESTIMATES.
Pre-fest wishlistsFlagged nFlagged wl Δ / fol ΔNot flagged nNot flagged wl Δ / fol Δ
<10098224 / 21,22424 / 2
100–4991,00760 / 51,73560 / 5
500–1,999287204 / 16772156 / 13
2,000–9,999105863 / 55549652 / 44
≥10,000393,014 / 1403943,197.5 / 178

The pattern repeats Cohort A almost exactly: 82.2% of flagged demos start below 500 wishlists, and within a size band the flag doesn't line up with a smaller gain except among the largest games.

A × B

How closely do the two labels match?

Cohort B is mostly worth running for what it says about the overlap. On the 6,889 demos where we could read the Steam page and Gamalytic had a flag, the two agreed on 6,881 (99.88%).

A two-by-two grid and bar chart: 2,426 demos both disclosed and flagged, 5 disclosed only, 3 flagged only, 4,455 neither.
Figure 13. Steam disclosure × Gamalytic flag. 2,426 both · 5 disclosed only · 3 flagged only · 4,455 neither. The 223 gated pages and 18 demos with no flag are not comparable and are left out.
Table 6. Segments of the 2×2. Off-diagonal cells are too small to support any trend. Gamalytic ESTIMATES.
SegmentDemosMedian wl Δ / fol ΔMedian baselineIn top 100
Disclosed ∩ flagged2,42648 / 413211
Disclosed only5444 / 348521
Flagged only348 / 41200
Neither4,45572 / 622882
Gated page (not “neither”)223582 / 492,1904

The eight disagreements

With only eight disagreements, we can name every one:

Table 7. Every disagreement between Steam’s disclosure and Gamalytic’s flag.
GameTypeFlag 27 OctFlag 26 OctBaselinewl Δ (est.)Top 100
Hunting Simulator 3Disclosed, not flaggedfalsetrue47,3836,470#64
Idle GolfDisclosed, not flaggedfalsefalse25248
PortentumDisclosed, not flaggedfalsefalse852168
Fat ChanceDisclosed, not flaggedfalsefalse828444
Sort The BunniesDisclosed, not flaggedfalsefalse2,2841,194
Circuit PulseFlagged, not disclosedtruetrue12024
ESCAPE FROM TOUHOUFlagged, not disclosedtruetrue2,3831,060
GemCrementalFlagged, not disclosedtruetrue12048

The eight titles where the two labels disagree

Steam header image for Hunting Simulator 3
Hunting Simulator 3Disclosed, not flagged · top-100 #64
Steam header image for Idle Golf
Idle GolfDisclosed, not flagged
Steam header image for Portentum
PortentumDisclosed, not flagged
Steam header image for Fat Chance
Fat ChanceDisclosed, not flagged
Steam header image for Sort The Bunnies
Sort The BunniesDisclosed, not flagged
Steam header image for Circuit Pulse
Circuit PulseFlagged, not disclosed
Steam header image for ESCAPE FROM TOUHOU
ESCAPE FROM TOUHOUFlagged, not disclosed (timing)
Steam header image for GemCremental
GemCrementalFlagged, not disclosed

ESCAPE FROM TOUHOU is almost certainly a timing artifact. Its disclosure was present when we spot-checked the page at 22:21 on 27 Oct and gone when the full census reached it at 23:11 the same evening (UTC−3). A recheck early on 28 Oct confirmed it was gone. The Gamalytic snapshot predates the removal. That leaves just two genuine “flagged-only” demos, both tiny. In practice there is no meaningful flagged-without-disclosure population in this fest.

Instability

The flag moves, and it moves toward Steam

We had Gamalytic snapshots from both 26 and 27 October. Between them, 19 flags flipped: 11 true → false and 8 false → true.

The newer snapshot moved toward the store page. That suggests, though it doesn't prove, that the third-party flag is derived from Steam's disclosure with a lag of about a day. In other words, adding or removing your disclosure will probably show up in third-party tools, just not instantly.

Quote gallery

In their own words: what the disclosures say

A bare yes/no label hides a lot of variety. To check our detection method, we spot-checked store pages by hand on the evening of 27 October 2026. Here is what fifteen developers wrote in their AI Generated Content Disclosure, quoted verbatim from the Steam store page as captured. Two store screenshots and the estimated fest-week wishlist change sit under each quote, for context only. Fifteen quotes say nothing about what caused any game's result.

Steam header image for ArcheAge Chronicles

No AI-generated output has been used as-is in the visual assets of ArcheAge Chronicles. During development, AI generation tools were used only as a starting point for some visual assets, and every one of them was edited, composited, retouched, or remodeled by our art team before being finalized. These include:

- Item icons for items that exist only as icons, without an in-game 3D model

- Some in-game images used within the UI, which were partially processed and edited with AI tools

- Parts of the world map

- Some 2D background decoration assets and character weapon 3D models, where AI tools were used only in the early stages of production No AI-generated content is created during gameplay.

— ArcheAge Chronicles, AI Generated Content Disclosure on Steam
Steam store screenshot of ArcheAge ChroniclesSteam store screenshot of ArcheAge Chronicles

Top-100 #13 · +88,288 wishlists (est.) from a 511,241 baseline

Steam header image for Aurora: Firebreak

Generative AI was used during development for much of the current artwork and parts of the game's writing. This includes adaptation text, ship descriptions, story and flavor text. It was also used for the German localization and parts of the Danish localization.

The game does not use live generative AI, connect to an LLM service, or generate content while you play. I am currently rewriting some of the text in my own voice and reviewing the visuals. My goal is for every part of the game to feel consistent with its world, whether it began as human-made or AI-assisted work.

The current artwork used on the Steam store is placeholder material. I hope to work with an artist on the final store art and, if possible, bring some of that work into the game as well.

— Aurora: Firebreak, AI Generated Content Disclosure on Steam
Steam store screenshot of Aurora: FirebreakSteam store screenshot of Aurora: Firebreak

+48 wishlists (est.) from 84

Steam header image for Silk Road Defenders

Artificial intelligence was utilized in visual design and in-game audio. AI support was also employed to some extent in coding.

— Silk Road Defenders, AI Generated Content Disclosure on Steam
Steam store screenshot of Silk Road DefendersSteam store screenshot of Silk Road Defenders

+12 wishlists (est.) from 48

Steam header image for The Inconvenience Store

Generative AI tools were used to assist in creating some pre-generated 3D models, textures, and promotional assets. All AI-assisted material is reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay.

— The Inconvenience Store, AI Generated Content Disclosure on Steam
Steam store screenshot of The Inconvenience StoreSteam store screenshot of The Inconvenience Store

No usable fest-window data

Steam header image for Last Zone: Quarantine

Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.

— Last Zone: Quarantine, AI Generated Content Disclosure on Steam
Steam store screenshot of Last Zone: QuarantineSteam store screenshot of Last Zone: Quarantine

+480 wishlists (est.) from 732

Steam header image for Obolus

The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.

Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.

Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.

— Obolus, AI Generated Content Disclosure on Steam
Steam store screenshot of ObolusSteam store screenshot of Obolus

+0 wishlists (est.) from 48

Steam header image for Punctual Monsters

Generative AI will only be used in game development, especially localization.

All puzzles in the game is hand-crafted by human beings.

— Punctual Monsters, AI Generated Content Disclosure on Steam
Steam store screenshot of Punctual MonstersSteam store screenshot of Punctual Monsters

+48 wishlists (est.) from 132

Steam header image for GrindFall

AI tools are used exclusively to translate game content into different languages.

— GrindFall, AI Generated Content Disclosure on Steam
Steam store screenshot of GrindFallSteam store screenshot of GrindFall

+36 wishlists (est.) from 36

Steam header image for ESCAPE FROM TOUHOU

Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.

Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.

— ESCAPE FROM TOUHOU, AI Generated Content Disclosure on Steam
Steam store screenshot of ESCAPE FROM TOUHOUSteam store screenshot of ESCAPE FROM TOUHOU

Captured 27 Oct 22:21 (UTC−3); removed from the page by 23:11 the same evening · +1,060 wishlists (est.) from 2,383

Steam header image for Metromino

Generative AI was used for some 2D game assets, which were reviewed and edited by the developer.

— Metromino, AI Generated Content Disclosure on Steam
Steam store screenshot of MetrominoSteam store screenshot of Metromino

+72 wishlists (est.) from 96

Steam header image for NEBULA BREAK

Graphics (sprites, logo, artwork) were generated with Google Gemini API models and OpenAI image models (via Codex), then curated, edited, and integrated by the developer.

Music and sound effects were generated locally with ACE-Step 1.5, directed, curated, and post-processed by the developer.

No AI runs during gameplay.

— NEBULA BREAK, AI Generated Content Disclosure on Steam
Steam store screenshot of NEBULA BREAKSteam store screenshot of NEBULA BREAK

+0 wishlists (est.) from 24

Steam header image for Aiya Desire

This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services.

— Aiya Desire, AI Generated Content Disclosure on Steam
Steam store screenshot of Aiya DesireSteam store screenshot of Aiya Desire

+84 wishlists (est.) from 396

Steam header image for Hammered Heroes

Hammered Heroes is a solo-developed game, with all design, direction, and gameplay built by one developer. Some 2D art assets (such as sprites and capsule art) were created with the help of generative AI image tools, then edited and assembled by the developer.

— Hammered Heroes, AI Generated Content Disclosure on Steam
Steam store screenshot of Hammered HeroesSteam store screenshot of Hammered Heroes

+24 wishlists (est.) from 144

Steam header image for Beatlash: Survival

This game includes content made with generative AI tools during development. All of it was reviewed, edited and assembled by the developer. Nothing is generated by AI while you play.

- Logo, key art and store images: created with AI image tools then edited.

- In-game icons and 2D art: icons and card art were generated with AI image tools then edited by hand.

- 3D models and textures: most props and effects were generated by AI tools then edited.

- Music and sound: the music and many of the sound effects were generated with AI audio tools.

- Code: some of the game's code was written with the help of AI coding assistants.

Game design, levels, the rhythm systems and balancing were designed by the developer.

— Beatlash: Survival, AI Generated Content Disclosure on Steam
Steam store screenshot of Beatlash: SurvivalSteam store screenshot of Beatlash: Survival

+12 wishlists (est.) from 60

Steam header image for Domignomes

Note from the developers: This game's code was developed in part with the usage of Claude Code. While we do not technically have to disclose this on Steam (as of Fall 2026), after reflecting on the negative impact of generative AI on the Steam userbase, we have decided to release the game for free instead of as a paid product. We still poured much of our hearts into this game, but we don't want to contribute to the issues happening on Steam due to genAI, even if it would only be in a small way. We hope you enjoy our silly little gnome game.

— Domignomes, AI Generated Content Disclosure on Steam
Steam store screenshot of DomignomesSteam store screenshot of Domignomes

+0 wishlists (est.) from 144

Reading the disclosures

Patterns in the wording

Even fifteen disclosures show a few recurring ways that developers frame their AI use:

This study can't tell whether any of these framings affects players. The variety does mean that “has a disclosure” lumps together very different levels of AI use, from a translation pass to AI-generated art, music and code.

Read before quoting

Caveats and limitations

Takeaways

What indie developers can take from this

  1. Don't expect a blanket wishlist penalty for disclosing. Against games of a similar size, disclosed demos grew as much as or more than non-disclosed ones in 4 of 5 bands. For a game sitting at 2,000–9,999 wishlists, the disclosed median was 863 vs 629.
  2. Be realistic about the top of the chart. Disclosed demos were badly under-represented in the top 100 (0.36× their share) and absent from the top 10. We can't show the label is the cause, but the demos that broke out hardest were overwhelmingly non-disclosed.
  3. Big breakouts are still possible. ArcheAge Chronicles, LYSSA: Goddess of Rage, Potion-making: Path of the Alchemist, Never Be Alone and SLAM TANK each added tens of thousands of estimated wishlists while disclosing.
  4. If you disclose, be specific. The disclosures above range from one sentence to an itemised inventory. Narrow, concrete wording (what was AI-assisted, what was human-made, whether anything is generated at runtime) is common among the examples we read.
  5. Third-party tools will mirror your Steam disclosure. The main third-party flag matched Steam's label 99.88% of the time and appears to follow page edits within about a day. Adding or removing a disclosure will show up in those tools, with a short lag.
  6. Treat ±6 wishlists in a median as noise. At small sizes the estimates move in steps of 12, so a single demo can shift a median from 48 to 54.

For the curious

Method

  1. Universe: every demo listed as a confirmed participant on the October 2026 Next Fest sale page, giving 7,130 unique apps.
  2. Cohort A: each English store page was fetched with age-gate cookies at about one request per second, from 27 Oct 22:24 to 28 Oct 02:10 (UTC−3). A page counts as disclosed if its HTML contains “AI Generated Content Disclosure” and not disclosed if it is a full store page without it. Anything else is unknown.
  3. Cohort B: Gamalytic's `aiContent` field from its game-list snapshot (cache 27 Oct 08:59, UTC−3), with the 26 Oct snapshot kept to track flips. Missing flags stay a separate bucket.
  4. Lifts: Gamalytic per-game history. Baseline = last point before 19 Oct 14:00, end = last point on or before 26 Oct 14:00. 36 demos without a usable pre-fest point or any history are excluded.
  5. Public signal: Steam's “Most played demos” chart, top 100, captured 26 Oct 09:33 (UTC−3).
  6. Statistics: n, median, mean, p75, p90 and sum (linear quantiles); two-sided Mann-Whitney U; pre-fest baseline bands at <100, 100–499, 500–1,999, 2,000–9,999 and ≥10,000.
  7. Spot-check: 28 store pages read by hand against the third-party flag, with 0 mismatches (one gated page was inconclusive).

Sources

All wishlist and follower figures are Gamalytic ESTIMATES, not Valve data. Disclosure state was observed after the fest closed. Times are UTC−3. Correlation is not causation.