Replying to @itchio
1. Limit uploads to 10 a day. If all 10 of them have an AI disclosure, give a penalty and limit to 1 a day. Heck, just always limit to 1 a day.
2. Enable no-AI filter by default, allow turning off.
3. Allow users to give community rated notes on pages.
Dear movie directors, if youβre going through the hassle of building a fake game from the ground up for your movie at least have the decency to make it look playable. I am at your service. Call me.
Dear @sobeys youβve lost a customer with this digital pricing move. I will not pay surge pricing to rip people off. You are not doing a service to this customer.
The Sentinels of the Store charity drive returns this year on November 22 - December 6 to support children affected by war. Livestreams, donation rewards, and Steam game giveaways. Want to stream with us? Get in touch! steamcommunity.com/groups/Seβ¦
Occular Malice π³οΈβπ retweeted
It's literally the same conversations that were being had in the Greenlight days, but the AI wave is resurfacing those very same conversations.
Let's not make history repeat itself twice.
Valve acknowledges Steam Next Fest quality concerns and explains early demo exposure: nichegamer.com/valve-acknowlβ¦
Occular Malice π³οΈβπ retweeted
No developer should have to deal with their game being targeted by false Steam reviews in an attempt to pressure them into promoting someone elseβs political messaging.
@PlayDeadPoly says thatβs exactly what has happened to him. Itβs an abuse of @Steam's review system, and we hope @valvesoftware investigates and takes appropriate action against the accounts responsible.
youtube.com/watch?v=Aj1__Ndzβ¦
Asset flips in 2026 are now AI vibe coded slop games pushed in every Steam Fest event. Stop vibe coding games, learn the craft, and have fun. We don't need more games, we need better games.
Occular Malice π³οΈβπ retweeted
My concern is that a βNo AIβ filter could end up being a net negative for transparency. It would give developers an incentive to leave out the disclosure, and thereβs only so much @valvesoftware could realistically verify.
AI code is a good example of something developers could quietly use without it being obvious to anyone playing the game.
Giving players more choice is a good thing. But if disclosing AI use means losing visibility through a filter - or potentially being disadvantaged in recommendations - then I worry weβll get fewer honest disclosures, rather than less AI.
ign.com/articles/steam-fans-β¦
We aren't just watching AI technology evolve, we're standing right at the steepest most explosive inflection point of the AI Sigmoid Curve. The exponential wall is here. Where do you think we land when this curve hits the next horizon?
I'm open to talk to people about the old days of game development. XNA, XBLA. Those were the Golden Years IMHO.
Any chance we can stop spreading misinformation about these reverse-engineered apps that are all the rage. They are not open-source versions. They are not clean room implementations. They do not make the original apps abandonware. We are not cooked.
Kenny just does what he does best. Giving away free game dev tools.
Kenney Shape is now FREE! (and it'll remain free, forever) β¨
Previously a paid tool, I'm releasing it as a gift to the community. Today's update will be the final one, with no further updates planned. That way I can focus on new software & projects!
kenney.itch.io/kenney-shape
This. This is the way to use AI in game development. Not one-shotting Doom or replacing talented voice actors.
Examples of how I use AI in game development that artists and developers can relate to.
1. Important art assets into a custom engine.
2. Figuring out a weird linking error.
3. Adjusting the heightmap.
4. Mass converting textures into various DDS formats.
5. Mass adjusting the balance in a game.
6. Reviewing crash logs to find the code that actually has the bug.
7. Editing change logs.
8. Adjusting LUT.
9. Fixing CMAKE issues.
10. Finding that code that is causing a 400ms hitch in framerate.
These are all things that, over the years, have cost developers massive amounts of time that could have been better spent actually, you know, making the game.
So is @sama going to rename OpenAI to OpenSI now? What a waste of time.
Occular Malice π³οΈβπ retweeted
'People Playground' has disabled its @Steam Workshop following another malware outbreak.
@mestiez warns affected users that the malware may delete personal files, damage Steam/Steam Cloud data and even republish itself through the Workshop to spread further.
If you use 'People Playground' mods and launched the game on September 21st between 18:00 and 20:00 CEST, Mestiez recommends running an antivirus scan, deleting everything in the game's Mods folder and changing your @discord password.
Don't reopen the game until the all-clear.
The potential ability for malware to republish itself through Steam Workshop is particularly concerning.
I'm watching for further technical analysis of exactly how this worked - and whether @valvesoftware intends to introduce any wider safeguards.
store.steampowered.com/news/β¦
Occular Malice π³οΈβπ retweeted
Replying to @potatopleasee
@potatopleasee bears striking similarities to @Radoslaw_Klasa's GMTK prototype - but this is disputed, not settled.
Klasa alleges his concept was cloned; @GoldenHornDev says it never saw his game and developed its own independently.
Occular Malice π³οΈβπ retweeted
UPDATE: @Lootbound_'s Paid Positive Reviews
@ArtDock1 has now responded to our investigation. However, their response still leaves major questions unanswered.
Our full follow-up: steamcommunity.com/groups/Seβ¦

















