Despite the controversy, AI-powered games are already a multimillion-dollar business on Steam

Despite the controversy, AI-powered games are already a multimillion-dollar business on Steam
AI doesn't slow down on Steam: video games caused more than US$660 million
porEditorial Team
Argentina

A report reveals that games with generative AI have already caused more than US$660 million on Steam

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Controversy did not slow down business: video games that use generative artificial intelligence have already moved millions of dollars on Steam. A recent report confirms that, despite the criticism, the market replied with wallet in hand.

According to Totally Human, titles that declare some use of generative AI have accumulated around US$660 million in revenue in Valve's store. The data reignites the debate about the role of this technology in the industry.

Dólar estadounidense.
Dólar estadounidense.

How many games use AI and how much money they caused

Since 2024, Steam has required developers to report whether their game uses AI-caused content. Based on that criterion, the report detected 10,258 titles, which represents about 8% of the total catalog.

The majority had modest results: more than 9,500 games took in less than US$10,000. However, the phenomenon is concentrated at the top: 33 titles exceeded one million dollars and 12 games crossed the US$10 million threshold.

The AI-powered games that lead revenue

Among the most successful titles, there are names familiar to the gaming audience. The list includes Stellaris, My Summer Car, Supermarket Simulator, The Outlast Trials, inZOI, and Call of Duty: Black Ops 6, among others.

Títulos de alto margen como Call of Duty pierden ingresos directos al incluirse en Game Pass
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What developers use AI for

The use of generative AI is usually specific and strategic. Most studios apply it to tasks with low creative impact, such as cover images, paintings inside the game, icons, or provisional dubbing.

Among the games that exceeded one million dollars, the most frequently cited reasons are limited budget, rapid prototyping, and global reach. 49% use it for in-game art, 27% for voices and dialogues, and smaller percentages for marketing, translation, and technical adjustments.


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