Vapor World: Over The Thoughts is a Soulslike Metroidvania with an evocative, painterly artwork type paying homage to Lies of Pi and the narrative platformers of Playdead. In line with Korean studio Alive In, the sport had 100,000 wishlists simply earlier than its early entry launch on August 19, totally on the power of a demo accessible since January 2025.
However what ought to have been a triumphant early entry launch went pear formed in a short time. At launch, few talked concerning the fairly distinctive worldbuilding or the parry-heavy fight. As an alternative, all focus was skilled solely on one thing absent from the favored demo: very apparent AI use.
“Noticed the very first cutscene, earlier than any gameplay, and the way the generative AI they used could not even hold the primary character’s mannequin constant,” reads the “most useful” Steam evaluation for Vapor World. “From the trailers the gameplay appeared fairly enjoyable [but] sadly I help individuals not robots. If the look you need to go for is past the scope you’ll be able to obtain proper now then I counsel you modify it or wait till you’ll be able to produce the artwork and magnificence you need with individuals doing it.”
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That is fairly consultant of the Steam opinions in the mean time: Vapor World is presently sitting on 64 “largely detrimental” opinions.
It is undoubtedly a disappointing outcome for Alive In, whose headcount is “about 5” in response to the studio. It is also potential the studio was blindsided by the backlash: this Pew Analysis Middle survey locations South Korea because the least AI sceptical nation amongst 25 international locations surveyed, together with the US, the UK, Australia and India. In line with MIT Expertise Evaluate, the South Korean authorities has overwhelmingly embraced AI. It even tried to roll out AI-powered faculty textbooks (which failed).
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Half (or in some instances, barely much less) of these surveyed within the US, Italy, Australia and Brazil are “extra involved than excited” by AI use in each day life. In South Korea, these “extra involved than excited” by AI make up solely 16 p.c.
There is a hint of shock within the inevitable assertion made by studio director Younger Kim, who promised the AI-generated cutscenes would get replaced “by this weekend” (this has already occurred).
“If somebody requested me what I consider using AI, the sincere reply is that I might have to consider it for a very long time,” the director wrote. “The explanation I selected AI was that I believed it may attain a stage of expression our present sources couldn’t, and that it might allow us to focus extra on the sport itself, exterior of story and cinematics.”
He continued: “That was a hasty judgment on my half. Except AI takes another leap and reaches a degree the place nobody can inform the distinction, what I believed was nonetheless nearer to a great than a actuality. I anticipated a few of you’ll be disillusioned by our use of AI. I didn’t anticipate it to turn into this large.”
The assertion then hits upon a query that might be raised repeatedly within the coming months and years regarding artistic work: if AI can do it higher, why not? On this occasion, it unambiguously couldn’t: the cutscenes, and I’ve seen them, are quintessential slop, and evaluate very unfavourably to the in-game artwork. Younger Kim says the studio initially composed the cutscenes in-engine, however later changed them with AI. By some means, his crew did not detect this chasm.
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“The reality is, we spent a very long time making an attempt to inform this sport’s story with cutscenes made solely by our personal arms,” the assertion goes on. “The outcomes have been devastating each time. We got here to imagine we couldn’t correctly ship this sport’s complicated, tough narrative that manner, and that’s the reason we turned to AI. But when that selection damage your expertise, the fault will not be within the device. It’s in our personal shortcomings.”
Alive Inc joins an extended record of studios who’ve reneged on AI use after excessive public backlash, together with Larian Studios and Sandfall Interactive. Vapor World is not wholesale slop—the studio labored exhausting on the core sport and it exhibits—however the outcry surrounding its launch does present that utilizing generative AI to chop corners is not, for now, one thing audiences are keen to tolerate.
Prime Steam video games by income (August 11 – 18)
Rank
Recreation
1
Counter-Strike 2
2
Apex Legends
3
Phantom Blade Zero
4
Helldivers 2
5
Dota 2
6
Hell Let Unfastened: Vietnam
7
Huge Stroll
8
Marvel Rivals
9
Kingdom Hearts -HD 1.5+2.5 ReMIX-
10
PUBG: Battlegrounds
General a fairly unremarkable week for the highest ten. Kingdom Hearts is there as a result of Sq. Enix hosted a sale. Phantom Blade Zero pre-orders opened.
The highest 11-20 a part of the record is arguably extra fascinating: Mortal Shell 2 debuted at quantity 12, Wardogs pre-orders catapulted it to quantity 13 (although its present beta is outwardly blowing up, with an all-time concurrent gamers peak of 105,774), and the Lord of the Rings: Warfare within the North reissue has offered decently sufficient to assist it attain quantity 17.
As for Wardogs: anticipate it to issue closely into the charts within the coming weeks forward of its September 11 launch date.
Curiously, Star Wars Zero Firm pre-orders debuted at quantity 24, manner beneath Phantom Blade Zero and Wardogs pre-orders. Star Wars fatigue maybe?
Final week’s Steam deep cuts
Steam evaluation of the week
“Should you Spam Punch the Dude within the begin of the sport you Can stage your unarm to stage 100.
10/10 Damaged identical to Morrowind”
Skybob, on The Lantern of the Laughless Saint, who I am certain can be relentlessly bunnyhopping to extend Acrobatics.





