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Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim
Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim There are games out there that serve as a means to step away from real life for a few hours and enjoy existing in a pleasant space, and the Animal Crossing -like Cozy Caravan is exactly that. It’s a life sim with the lowest possible stakes and cutest possible appearances. There’s no possible way to fail. However, as a result of that simplicity and relaxed approach, it can get a little repetitive and feel like there’s no real thought necessary to spread kindness in a community. That, combined with Apple Arcade exclusive content, means that Cozy Caravan can be fun, but might be best on certain platforms at the start. Cozy Caravan begins in the player’s hometown of Fellowood Acres, following a pretty extensive character creator that involves a variety of animal species. You’re a member of a Guild that goes from town to town, assisting people in different villages around Harvestvale to spread happiness and make their lives easier. This could involve cooking, crafting, finding folks who are lost, aiding farmers with crop care, and of course selling food at the weekly markets in different towns. By helping out, you get Guild Tokens to advance through the ranks and improve your caravan, increasing the range of things you can do. You also get to do things like dress up, customizing your avatar’s appearance. https://www.youtube.com/watch?v=eXs_ZwnT0vo Now, while Animal Crossing will probably be the first thing that springs to mind when it comes to Cozy Caravan , it’s only sort of like Nintendo’s famous life sim series. The priority here really does feel like traveling around the world, taking on quests, and heading to the weekly market. In a way, the gameplay loop almost reminds me of a mix between some older Atelier games and Story of Seasons: Grand Bazaar . People will ask for your assistance with an array of different type of tasks, leaning into a more quest-like situation. However, since there is also the sense of gathering food for the market and making NPCs happy, it brings Story of Seasons to mind too. Since personal caravan growth is tied to making the effort to cook things up and assist folks, there is a sense of accomplishment.  However, since there aren’t things like demanding material requests or stringent timelines, there isn’t really any challenge to Cozy Caravan . The only trouble I had sometimes involved occasionally finding out what to do next. But even then, it’s such a freeform and relaxed game, the answer usually comes from taking the time to explore and talk to more characters. Said folks are generally all adorable. The downside is, while the character designs are fantastic, they aren’t terribly deep. In that way, Cozy Caravan can feel a bit like Animal Crossing . I’m sure you’ll find favorite friends while on the road. But while they do make it clear they know your avatar and like them, it feels superficial and not a more deep friendship (or more) as in Story of Seasons .  Speaking of presentation, there is a Switch issue that I noticed comes up and is exacerbated by the stop-motion design direction in Cozy Caravan. It can feel like there’s a bit of lag when moving around and exploring the world. I did notice this is alleviated a tad by choosing to turn it off in the accessibility settings, making it run a bit better. However, I also saw that it performed a bit better and more smoothly on my Switch 2.  Images via 5 Lives Studio But there’s another way in which the Switch doesn’t feel like the ideal Cozy Caravan platform, and I brought that up earlier. There is Apple Arcade-exclusive content in the game. This adds the Pawcific Islands region to Harvestvale. In turn, it means new characters, quests, and spots to visit. 5 Lives Studio did confirm on the Steam Discussions forum for the game that it is a timed exclusive element. Which means if you have an iPad, that’s with a subscription is probably the best way to play at the moment.  Cozy Caravan is a very relaxed approach to a life sim that is never taxing, but an exclusivity arrangement means the Switch might not be the best way to play it right now. After that deal with Apple expires and some patches release, that could change! It is pleasant, but know going in that the relationships with characters never get too deep and, while rewarding, the daily routine is quite simple. Cozy Caravan is available on the Switch, PC, and mobile devices via Apple Arcade.  The post Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim appeared first on Siliconera .
SiliconeraJan 31
Preview: Hungry Horrors Cooks up a New Deck-Building Recipe
Preview: Hungry Horrors Cooks up a New Deck-Building Recipe Another week, another deck-building roguelike. At least, that is how it can seem sometimes. Hungry Horrors, which just entered early access, is the latest installment in the genre. While it is, at its core, about crafting the right kind of deck of cards to ensure attacks compliment each other and eliminate enemies, the execution is different due to the premise of a princess using meals she cooked to fill up opponents rather than eat her. At the moment, the result is an experience that feels more controlled than some similar titles. Hungry Horrors begins with a princess alone in a dungeon. She encounters a cat named Lady Catherine, who instructs her to feed various dishes like pottage, salted potatoes, and pickled eggs to fill up a Red Cap enough that it doesn’t eat her. While the tutorial experience doesn’t go too well, her highness survives and learns that in order to stay alive and save the kingdom, she’ll need to feed foes before they reach her and eat her. https://www.youtube.com/watch?v=w14rGjLoEAQ The novel part is how this actually works in the preparation phase. You’ll have a set number of certain types of ingredients available based on what’s set on certain pillars in your kitchen. (So you could always guarantee a number of potatoes are available, for example.) You then can select certain types of Cookware that provide a general buff during the fight. For example, I selected a Frying Pan and, as a result, all of the sour dishes (liked Pickled Eggs) would make the monster less hungry. You then go through your recipes to craft the cards in your deck, potentially also adding seasonings (such as vinegar to impart sourness) to affect the cards. Your deck is then the 20 recipes you select.  It’s incredibly novel, since runs mean you’ll get new recipes and ingredients that alter your options. Each type of monster will have their own tastes, which you’ll need to discover to help ensure you’re prepared for certain bosses. But you’ll also notice that certain combinations could trigger different types of hankerings. And meeting those combos by ensuring your recipes are well organized means you’ll deal more damage with fewer tosses, keeping opponents away. So if salty Roast Parsnips leave a foe wanting something sweet next, you could go with Jellied Eels. Combine that with each of these food cards also being able to restore the princess’ own stamina to varying degrees, and you can also factor in her own energy needs when drafting.   Images via Clumsy Bear Studio Fights themselves in Hungry Horrors feel a bit typical in the build available at launch. They almost remind me of Peglin a bit, both in terms of the art direction and the organization. Enemies move toward the princess, with a gauge at the bottom noting how many footsteps they are away and how much of their stomach needs to be filled before they’ll just… leave you alone. You play a card per turn. It can be a bit easy to be defeated early on, but that’s part of the learning curve from what I’ve seen. Falling means learning what enemies like, getting more recipes and ingredients, and really being in a stronger position for the next turn.  The recipe cooking, deck-building premise in Hungry Horrors seems like it could turn into its strongest feature. The idea of cooking up recipes to ensure there’s proper synergy and you’re prepared for certain types of foes gets really interesting. Setbacks also don’t feel devastating as a result, as I felt I was constantly learning. The actual battles feel totally fine, though I didn’t find them the most exciting part of this early build. As long as the recipe diversity keeps up and there are some tricky situations, I could see this staying strong. Hungry Horrors is now in early access for the PC via Steam .  The post Preview: Hungry Horrors Cooks up a New Deck-Building Recipe appeared first on Siliconera .
SiliconeraJan 23
Project Salon Beastfolk Barber Game Gets a Steam Page
Project Salon Beastfolk Barber Game Gets a Steam Page Sigono , Safe Flight Games, GameWorks Ventures and Shueisha shared an update on Project Salon , an upcoming pixel art and beastfolk barber adventure game about running a salon for furry characters. This is the first time Signono is tied to the title as a publisher. The Steam page is live for the PC title and there are now three screenshots offering looks at the title. [Thanks, 4Gamer !] In Project Salon, players act as a barber who cuts the hair (or fur) of certain customers that can include humans or the furry style beastfolk. The three initial screenshots show two potential customers, with one possibly being an orc-like character with horns and bear ears and the other a dragon with two heads. The official art also shows the player character, who seems to be human, working on a cat-like person while a bear, mouse, and unicorn wait their turn.  The three screenshots hint at how gameplay might work in the title. In one, we see the two-headed dragon Varo speaking. This seems to be a phase in which the customer tells us what type of haircut they might want. The two dragons both have long hair as they look at us from the barber mirror. This hints at the atmosphere in the game, as Varo’s quote reads, “Under current laws, only I count as a person. My brother is considered an organ.” A follow-up screenshot for them shows them both with shorter hair and a zoomed-in section of a knot being cut out of their hair. In another, we see us helping with the other customer and getting to choose what the front and back of her hair will look like. There are three options for each and the hint suggests what her response could be and said, “She should be happy with any of these… if she even has a preference.” It also shows there are up to three preview options or someone could just cut. Here are the three screenshots: Images via Sigono, Safe Flight Games, GameWorks Ventures and Shueisha Project Salon is currently in development for PCs, though there’s no release date or official name for the beastfolk barber game yet. The post Project Salon Beastfolk Barber Game Gets a Steam Page appeared first on Siliconera .
SiliconeraJan 22
Kenny Omega Worked on Alex Street Fighter 6 Moves
Kenny Omega Worked on Alex Street Fighter 6 Moves Capcom announced a March 17, 2026 release date for the Alex DLC in Street Fighter 6, and it also confirmed wrestler Kenny Omega was involved in his Super Art special move development. The company also shared a new trailer, which features some of the JAM Project character theme song. Capcom also noted he’s not a “charge character” in the Steam reveal . Kenny Omega was involved with the Alex Level 2 Super Art Omega Wing Buster. It is a variant of his Level 2 Super Art, since the standard one is Sledgecross Hammer. Capcom noted it only triggers if an OD Power Drop is performed on his opponent. Omega also shared photos of himself performing the motion capture for this move at Capcom’s studio on social media . Here are those official photos. Images via Capcom and Kenny Omega Kenny Omega also appeared in the Street Fighter 6 Year 3 DLC character trailer commercial , during which he cosplayed as characters like Alex, Ingrid, and Sagat. You can see the “Alex Gameplay Trailer” below. At about the 30 second mark, you can hear some of JAM Project’s “GO! ALEX! Hope is Born.” https://www.youtube.com/watch?v=i1fqbyMXt1Y Street Fighter 6  is available for the PS5, PS4, Xbox Series X, Switch 2, and PC, and Alex will debut as DLC on March 17, 2026. The post Kenny Omega Worked on Alex Street Fighter 6 Moves appeared first on Siliconera .
SiliconeraJan 22
Yakuza Kiwami 3 & Dark Ties Demo Debuts Today
Yakuza Kiwami 3 & Dark Ties Demo Debuts Today Sega teased a Yakuza Kiwami 3 & Dark Ties demo earlier in January 2026, and that is already rolling out on different platforms. It is available on the PC via Steam now, and the console version will show up at 9pm PT/12am ET tonight. There will also be an RGG RoundUp stream ahead of the console demo release on YouTube at 10am PT/1pm ET today.  We do already know what will be in this Yakuza Kiwami 3 & Dark Ties demo ahead of its launch. Both of the storylines will be vailable to sample. During the Kazuma Kiryu portion, you’ll get to see part of the story and wander around Ryukyu, Okinawa, where he’s running the orphanage. For the Yoshitaka Mine entirely new part, we’ll be back in Kamurocho to find out more about the antagonist’s background. Both of these will be isolated slices, so playing through this trial won’t allow you to make saves that can be used in the full game. Here’s the official placeholder for the stream: https://www.youtube.com/watch?v=ZIMV_o8c9Eg As a reminder, the other most recent Like a Dragon release also features a demo to try. Someone could test out Like a Dragon: Pirate Yakuza in Hawaii . That’s a spin-off that takes place about the same time as the eighth installment.   Yakuza Kiwami 3 and Dark Ties  will come to the Switch 2, PS4, PS5, Xbox Series X, and PC on February 12, 2026, and the demo is out on January 21, 2026. The original game is on the PS3, PS4, Xbox One, and PC.  The post Yakuza Kiwami 3 & Dark Ties Demo Debuts Today appeared first on Siliconera .
SiliconeraJan 21
Final Fantasy VII Remake Feels Comfortable on Switch 2
Final Fantasy VII Remake Feels Comfortable on Switch 2 With Final Fantasy VII Remake , deciding on the Switch 2 version of the game isn’t as simple as it coming down to the best way to go portable with the JRPG. The PC version runs pretty well on a Steam Deck! Instead, other factors come together with that element to making this release feel valuable. The handheld option is a small part. There is it being a fully complete package, due to the Intergrade Intermission DLC inclusion and Streamlined Progression launching alongside it. It’s getting to play this updated version on a Nintendo console. So when everything is pulled together, FFVII Remake feels like an early showcase of what Square Enix can do on a Switch 2 with a game I absolutely loved . It feels worth playing on this system too. As a quick refresher, Final Fantasy VII Remake acts as a retelling of a slice of the original FFVII, with the Switch 2 and other versions focusing on Cloud Strife’s return to Midgar after being away for five years, reuniting with childhood friend Tifa Lockheart, joining her in the revolutionary group Avalanche against Shinra, and dealing with the realization that Sephiroth, the SOLDIER who was his former commander that went rogue, is still alive. This also leads to him meeting the last Ancient, a Cetra named Aerith Gainsborough, and acting as her bodyguard. While in the original game this was probably about 1/6 of the overall adventure, it’s significantly more fleshed out here, and this being the Intergrade release means access to an additional DLC campaign following Wutai ninja and agent Yuffie Kisaragi and her ally Sonon Kusakabe working with another Avalanche branch during that same time period to strike Shinra.  https://www.youtube.com/watch?v=fe4TOM6bbL8 One of the first reasons Final Fantasy VII Remake feels like such a success on the Switch 2 is the fact that it looks and runs well on the system. It is at a stable 30fps, which I felt worked really well in handheld mode and stayed consistent. Docked, it seemed to be at 1080p, which isn’t as impressive as the PS5 or PC releases, but I think it still looks good. I primarily chose the portable option when playing, and I didn’t notice any lag freezes, or issues running things. In fact, the battery life seemed comparable to other Switch 2 releases post-launch patches, so it seemed like I’d get a few hours before needing to recharge. Visually, I noticed the downgrade from higher-power platforms to here seems most noticeable when looking at certain textures or elements of character models. Like look at a character’s hair or their face when you’re outside an event scene and in photo mode, and you’ll see it. But in action, it seems more forgivable in action and when in handheld mode due to the resolution and movement.  In that respect, I actually think it performs better on the go than a Steam Deck version of the JRPG. I’d usually only get under two hours before needing to plug in and recharge. With the Switch 2 version of Final Fantasy VII Remake , it seemed like I’d be okay for about three hours. Perhaps it was just luck or the decisions I’d made on a system level with regard to brightness and installations (I installed on the console itself and not a microSD card), but it worked for me. So even though it might not be the sharpest and best looking version of Final Fantasy VII Remake , it looking and running as well as it does on the Switch 2 with this FFVII not being as terrible a battery-drainer does feel like it helps. Screenshots by Siliconera The Streamlined Progression also feels like a positive, though I suspect it might be so more for returning players like myself. These tend to fall into two categories, and each have their merits. As Square Enix mentioned ahead of launch , you can set constant max HP, constant max MP, Limit Gauge always full, ATB gauge always full, and constant max damage as options to speed through situations. I honestly used it both to test how it works and to get through a few sections that would normally take a bit longer so I could try out more of the game ahead of covering it. So, for example, all of Chapter 1, getting through the shortcut in Chapter 9, and heading through the sewers and train graveyard in Chapters 10-11 so I could get back into the more substantial areas.  Meanwhile, the other Streamlined Progression elements added in the Switch 2 version of FFVII Remake and showing up in the PS5 and PC the same date sort of feel like head-start or better position options. Constant max recovery items and constant max gil are both things I turned on as I started the game to ensure I had things, then turned off once I started. Why? So I didn’t need to scour for every chest and could focus on mainlining the story. I could see that being helpful for others too. 2x EXP and 3x AP gain could be good for newcomers or people who, again, want to not worry about any grinding. I found Max Materia Levels helpful once I got to Chapter 11, as by then I had a full party, a good selection of Materia, and wanted to be sure people had what they needed and it was in the best position for my movesets without grinding. Again, it felt like a nice option. Screenshot by Siliconera There are only a handful of things that do make me feel like Final Fantasy VII Remake isn’t as optimal on Switch as it is on the PS5 or PC. The first is an issue that I think could be fixed with a patch, and I’m hoping we see it adjusted. After I hopped into the game, the options already had the game at optimal brightness, 10 out of 10, no wiggle room for HDR Luminence, HDR Brightness, and UI Brightness, and… it all still looked pretty dark at times. I suspect this is something that was unintentional and we could see a post-launch patch address it. Because it did feel like I could have used a little more “brightness” rather than going even darker.  Screenshot by Siliconera The file size issue on Switch 2 is also a big problem for Final Fantasy VII Remake . It’s starting out at needing a ton of space. Even ahead of launch, Square Enix said 95GB minimum is required . This is before any patches. Given this is also a game-key card and not a standard Switch 2 cartridge, it’s a bummer. I would love to leave this on my system for a while and really take my time revisiting and enjoying elements of it. I can’t, because it is huge. And there's no way to fix this, barring Square Enix hopefully realizing that it needs to go with a regular cartridge when Rebirth 's time comes. Final Fantasy VII Remake is a take on FFVII that I really loved and, while the Switch 2 version isn’t the most powerful, it’s still impressive. It works so well on the handheld. The battery doesn’t drain as swiftly as I expected. It looks good in handheld mode. The Streamlined Progression options can make it a walk in the park, but can also offer just a bit of a boost to eliminate grind. It’s handled very well and leaves me feeling encouraged about what Square Enix is capable of when it comes to the Switch 2. Final Fantasy VII Remake Intergrade  will appear on the Switch 2 and Xbox Series X on January 22, 2026, and it is already available on the PS4, PS5, and PC worldwide. The post Final Fantasy VII Remake Feels Comfortable on Switch 2 appeared first on Siliconera .
SiliconeraJan 21
Resident Evil Requiem’s Grace and Leon Join Capcom Figure Builder Line
Resident Evil Requiem’s Grace and Leon Join Capcom Figure Builder Line Capcom announced that both Grace Ashcroft and Leon S Kennedy, the leads of Resident Evil Requiem, will be part of its Capcom Figure Builder line of merchandise. She’ll show up first in Japan on September 10, 2026. He’ll appear after on November 19, 2026. Both will be 28,600円 (~$180) each. They’re only showing up on the official store at the moment, which supports WorldShopping, but the Capcom worldwide Amazon storefront also sells items in this line after launch. The Grace and Leon figures are designed to be displayed alone or together. Each one is on a base that is half of a circle and can be attached together for a combined pose. They are also 1/6 scale, just like the other Resident Evil Capcom Figure Builders models like Chris Redfield and Jill Valentine. Both wear their costumes from the game and come “equipped” with weapons. He’s slightly taller at about 13 inches (328mm), while she stands at about exactly a foot (308mm).  Here are the official photos of the two of them both alone and together: Images via Capcom These aren’t the only figures of the Resident Evil Requiem characters we’ll see, as Capcom and Nintendo also confirmed an amiibo release. A Grace one is in development .  Resident Evil Requiem  will come to the Switch 2, PS5, Xbox Series X, and PC via Steam and Epic Game Store on February 27, 2026, the Capcom Figure Builder Grace Ashcroft arrives on September 10, 2026, and the Leon S Kennedy figure in that line launches on November 19, 2026.  The post Resident Evil Requiem’s Grace and Leon Join Capcom Figure Builder Line appeared first on Siliconera .
SiliconeraJan 20
Review: Heart of Crown Online Is a Faithful Adaptation of the Deck-Building Game
Review: Heart of Crown Online Is a Faithful Adaptation of the Deck-Building Game The Heart of Crown deck-building strategy game is pretty well-established, as the Dominion style drafting title’s been around since 2011 and multiple editions exist . This version, which entered early access in April 2024, is even based on the second edition . If you are familiar with its idea of constantly investing to build up your deck to acquire territory, currency, individuals, and of course a princess to get succession points, then you’re all set. If not, it’s honestly a really good place to start. Heart of Crown Online is set in a world where the line of succession is in question due to the emperor’s death. Because it happened so quickly, he didn’t say which of his seven daughters he’d want to become queen. As an individual in a position to help determine who rules next, you need to build up territory and support to ensure Bergamotte, Flamaria, Klam Klam, Laolily, Lulunasaika, Ohka, or the twins Lain & Shion become the next ruler. If you’re playing a free or ranked match, it’ll be a competition to determine which princess you are able to get and support, but the Scenario Mode involves solo campaigns that help you learn how to play and support each princess.  https://www.youtube.com/watch?v=MXrq2xynvVo Scenario Mode is a good place to start, honestly. In standard Heart of Crown Online games, much like similar titles like Dominion and Tanto Cuore , you essentially all start in the same position and your deck-building determines what your cards and strategy looks like. You then build around your princess. For these campaigns, you end up with decks more specifically designed to work with and grow around the princess. It plays in the same way, but I really appreciate how the approach is designed to help introduce you to the princesses you could support as your pick for the kingdom’s new ruler. I will say that an extra editing pass could be used to ensure card effects sound a little less awkward. Things are clear, but I came into Heart of Crown Online having extensively played Tanto Cuore and being familiar with the Dominion formula, and I could see things being a bit confusing for other newcomers. In terms of gameplay, things follow the stable second edition format and make a lot of sense. Your first task in Heart of Crown Online is to get Territories and play them. So you’ll be getting these from the Market at the start to get things like Cities, Towns, and Villages to get currency. When you have enough coins in your realm (6) to nominate one of the princesses, you choose one of the ones available as your potential ruler. In each phase you’ll play cards to your Realm to build up money (lands) or Succession Points (via cards like dukes) to win. You can also take actions against other princesses and the players backing them depending on certain action and Curse cards acquired. If you hit 20 Succession Points or have the most after all of certain types of cards like senators and dukes run out, then you win.  Part of the thing that sets Heart of Crown Online apart is that each princess (or the pair of twin princesses) possesses an ability that affects certain actions in-game. As she’s the oldest princess, Lulunasaika’s ability is that you start with six Succession Points right away and only need 14 to win. Lain & Shion can be especially handy, since you could get tokens that let you take another turn. Bergamotte lets you tap into the discarded cards to get another action card to reuse it. But there are some princesses that are more situational and rely on lucky pulls from your deck, like Laolily and Ohka, which does make picking a royal more challenging in the casual and ranked online matches.  Images via Playism But I will say that aside from some descriptions perhaps needing another pass over to ensure clarity since this is a complex game, this adaptation of Heart of Crown works very well. The UI is clear and the cards are easy to read. Matches worked well, and I didn’t have too much trouble finding someone to play with. It worked well on a handheld gaming PC too.  If you enjoy Dominion, Tanto Cuore, and other kinds of strategic deck-building games, then Heart of Crown Online should be in your library. If the genre is new to you, it’s a good place to start! The concept is entertaining, and the single-player Scenario Mode is a helpful way to learn how to play. Since it also spent time in Steam Early Access, it feels really solid at launch too. Heart of Crown Online is available on PCs, and it will also come to the Switch.  The post Review: Heart of Crown Online Is a Faithful Adaptation of the Deck-Building Game appeared first on Siliconera .
SiliconeraJan 17
Resident Evil Requiem Ink Ribbons and First and Third-Person Camera Options Teased
Resident Evil Requiem Ink Ribbons and First and Third-Person Camera Options Teased During the Resident Evil Showcase, Capcom focused on the upcoming ninth entry Requiem and showed how first and third-person camera perspectives and ink ribbons for saving will return. Both of these came up during the initial part of the presentation that went over gameplay for the two characters, with the Leon portion being more gun-focused and Grace’s being more traditional. We also saw the Switch 2 Pro Controller again.  In the case of the ink ribbons returning as a save option, those only appear in Resident Evil Requiem if we select a certain Game Mode at the outset. The three options are Casual, Standard (Modern), and Standard (Classic). It’s that classic option that includes that feature. The exact description mentioned the difficulty matches older games and noted, “Autosaves during Grace’s gameplay are limited and ink ribbons are required to save.”  At about the seven minute mark of the gameplay preview, the first and third-person camera options for Resident Evil Requiem appeared. The Grace and Leon ones will be separate in the option screen. So you can choose first-person for one of the protagonist and third-person for the other, or go with first-person for both or third-person for both.  You can watch the full January 2026 Resident Evil Showcase below. https://www.youtube.com/watch?v=i9HIc7GZLa0 Resident Evil Requiem  will come to the Switch 2, PS5, Xbox Series X, and PC via Steam and Epic Game Store on February 27, 2026.  The post Resident Evil Requiem Ink Ribbons and First and Third-Person Camera Options Teased appeared first on Siliconera .
SiliconeraJan 15
Cygames Says No Generative AI Used in Its Games and Products
Cygames Says No Generative AI Used in Its Games and Products Just under a week after opening Cygames AI Studio in Japan , the Cygames proper released a statement worldwide on social media accounts stating no generative AI is in its games, anime series , or products. However, the announcement also said the company “won’t implement generative AI into our products without prior notice.” This means the notice, while expressing appreciation for human work and apologize for not initially addressing concerns, doesn’t include a commitment to avoiding AI in things like its games and anime series completely.  When Cygames AI Studio first came up, the site noted it would be a subsidiary. It claimed that part of the company would make its own model for game services and tools. That announcement also included a number of job listings.   Here is the statement Cygames released regarding generative AI in its products like games and anime. “Over the past few days, we’ve received numberous comments expressing anger and disappointment from many of you. This was because we released a simplified statement in Japanese concerning the founding of Cygames AI Studio, Inc., without addressing any of the current problems and social debates surrounding generative AI. We sincerely apologize for the concern we’ve caused. “We would like to take this opportunity to state that art produced from generative AI isn’t used in our products. Furthermore, we won’t implement generative AI into our products without prior notice. We hold in the highest regard those who love games, as well as the dignity, passion, and heart of the creators and artists who act as the architects of gaming culture. The art for all current Cygames games and other products is crafted from the technical know-how and manual work of our many staff members. “Once again, we deeply apologize for causing our beloved fans much grief and anxiety. We at Cygames will continue to honor creators, as well as champion the free expression of people, and, in doing so, will continue to strive to be the best in entertainment. Thank you for your continued support.” Cygames’ most recent worldwide release is Umamusume: Pretty Derby . However, it also announced that it will finally release Granblue Fantasy worldwide on PCs via Steam in 2026. That will be a separate than the existing Japanese and English version, so people’s accounts won’t work.  The post Cygames Says No Generative AI Used in Its Games and Products appeared first on Siliconera .
SiliconeraJan 14