Australian studio House House says it used AI chatbots "sparingly" late in Big Walk's development.
House House says chatbots touched well under 0.1% of Big Walk's code. That's still too much for a group of IGF jurors who won't vote for any game that used generative AI in any capacity.

Australian studio House House says it used AI chatbots "sparingly" late in Big Walk's development.
It reckons well under 0.1% of the game's code was involved, and no generative AI was used anywhere else.
A group of IGF jurors won't vote for any game that used generative AI "in any capacity", code included.
Their statement names no games, but people involved in the IGF say Big Walk was the one everyone argued about.
Our take: demand disclosure by all means, but treating 10 lines of shadow code like AI slop is daft.
Big Walk, the co-op hiking-and-yarning game from Australian studio House House, has admitted it used AI chatbots in the final stretch of development. The studio reckons well under 0.1% of the game’s code had anything to do with it.
That tiny sliver has still landed one of 2026’s best-reviewed games in the middle of the nastiest argument in indie gaming right now. A group of Independent Games Festival (IGF) jurors has said it won’t vote for any game that used generative AI “in any capacity”, and code is not getting a pass.

The statement now sits in the official Big Walk FAQ, under the question “Was AI used to make Big Walk?” House House first gave it to Aftermath, and says a version of it was originally written for the game’s IGF submission.
It also says it never disclosed anything on Steam because Steam “does not request disclosure of code or chatbot usage”. It’s only posting now because it “has become a matter of public interest”.
And it’s not exactly cheerleading. House House says the disclosure is “not an endorsement” of AI tools, and apologises that its usage “may not meet” the standards of people fighting generative AI in games.

The row kicked off when a group of IGF jurors put out a signed statement, posted on Bluesky by former games journalist and developer Austin Walker, according to Game Informer. It says voting has been tough this year because of a “significant increase” in games made with generative AI tools.
The statement doesn’t name a single game. But IGF juror Kyle LeClair told Aftermath that the most-discussed game this year “almost entirely involved its AI usage”, and developer Bruno Diaz then confirmed on Bluesky that the game was Big Walk, according to Game Informer.
Diaz also said the disclosure was required by IGF rules, and that House House described several instances of LLM use rather than one bug fix, though mostly “consultative” use. He added that, as far as he knows, Big Walk isn’t breaking Steam’s AI disclosure rules.

Big Walk was built in Unity, the engine Saudi money is now reportedly circling. If you want the bigger picture on how hard AI is being shoved into game development, our GetRekt Special on the AI takeover of gaming covers the engines, the clones and the indies caught in the middle.
The jurors aren’t wrong about the bigger problem. Steam is drowning in AI slop, and the bloody least a studio can do is tell you when a chatbot was involved, before an awards body drags it out of them.
But lumping 10 lines of shadow-culling code in with AI-generated art and voice acting is daft. By House House’s own account, it asked Unity first, got told it was impossible, then used a chatbot like a smarter Stack Overflow and rewrote what it got.
The studio’s grovelling apology says more about how toxic this fight has become than about Big Walk. If one of the most-praised games of the year is now the poster child for AI in games, the line needs drawing somewhere sensible, and “any capacity” ain’t it.
Fair call by the jurors, or an absolute overreaction to a rounding error? Come argue about it in the GetRekt Discord. Everything else lives on our Big Walk page.

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