For most of 2025, “AI in gaming” meant demo reels — Ubisoft showing off a chatty NPC at a trade booth, a vendor promising that generative tools would someday replace placeholder art. By November 2026, the demos have started shipping, and the backlash has started catching up with them. The clearest evidence sits in two unrelated stories that landed within months of each other: Krafton quietly put a Nvidia-built AI teammate into a public test of PUBG: Battlegrounds, and the Indie Game Awards stripped Clair Obscur: Expedition 33 of two trophies after its own studio admitted generative AI had touched the finished game. Same technology, opposite receptions — which is a more honest picture of where AI in game development actually stands than any keynote slide.
A squadmate that doesn’t need a headset
Krafton unveiled “PUBG Ally” at Nvidia’s GeForce Gamer Festival in Seoul on October 30, 2025, calling it a Co-Playable Character built on Nvidia ACE — the autonomous-agent framework Nvidia first showed at CES in January 2025 for games including PUBG, Naraka: Bladepoint, and the life-sim inZOI. Ally runs on an on-device small language model rather than a cloud-only chatbot bolted onto a dialogue tree, which matters for a battle-royale shooter where latency gets players killed. According to Krafton’s own announcement, the character can communicate with a squadmate in English, Korean, or Chinese, loot and share items, drive vehicles, and fight alongside a human player rather than just stand near one.
Krafton didn’t ship Ally straight into ranked matches. It opened a two-player arcade mode — branded “Ally Duo” — on the Sanhok map, scoped as exactly what it sounds like: a controlled playtest meant to surface where an AI teammate’s pathing, looting priorities, or combat calls break down before Krafton commits to a wider rollout. That’s a deliberate, almost boring rollout plan for a technology that got breathless coverage a year earlier, and it’s the more telling detail. The companies furthest along with AI NPCs — Krafton, Nvidia, Tencent — are treating “autonomous teammate in a 100-player shooter” as a QA problem to be solved in public, not a launch-day flex.
Nvidia’s broader ACE push is the infrastructure underneath all of this. The same framework powers “Smart Zoi,” an experimental setting in the Krafton-published life simulator inZOI that lets a background character make its own decisions instead of following scripted routines, and Nvidia has said the horror shooter MIR5 will get the first ACE-powered autonomous enemies — AI that hunts a player using perception and planning logic rather than a fixed patrol loop. None of this is speculative concept art; it’s shipping code with named publishers attached, which is a different category from most of what got labeled “AI gaming” during the hype cycle of 2023 and 2024.
The award that got taken back
The other half of the story is less flattering. Clair Obscur: Expedition 33, the breakout turn-based RPG from French studio Sandfall Interactive, won Game of the Year and Debut Game at the Indie Game Awards’ December 18, 2025 ceremony. Four days later, the organization said it had confirmed, on the day of that premiere, that generative AI had been used somewhere in the game’s production — a direct violation of the Indie Game Awards’ submission rules, which bar generative AI use at any stage for eligible titles. Both trophies were revoked; Game of the Year went instead to the runner-up, Blue Prince, and Debut Game to Sorry We’re Closed.
Sandfall’s account, as reported by multiple outlets covering the reversal, was that generative AI had been used only to produce placeholder textures early in development — filler art meant to be swapped out before launch — and that a small number of those placeholders, reportedly including some in-game newspaper textures, slipped past quality assurance and shipped in the final release. That’s a far narrower claim than “AI wrote our game,” and it’s plausible on its face: placeholder-to-final leakage is a known, mundane failure mode in any studio’s asset pipeline, AI-generated or not. It didn’t matter to the award rules. The Indie Game Awards’ policy doesn’t distinguish between a hero asset and a texture nobody was supposed to see; any generative AI footprint in a shipped build is disqualifying, and Sandfall had told the organization otherwise when it first submitted the game.
The timing made it sting more. Clair Obscur had, in the same month, swept The Game Awards — the industry’s biggest mainstream ceremony — including its own Game of the Year. The Game Awards has no comparable generative-AI disclosure rule, so the two results now sit side by side as a kind of natural experiment: one awards body cares enough to police AI use down to a background texture, and the much larger one hasn’t built that machinery at all. That gap is the current state of the industry’s AI governance in one sentence.
Why both stories are the real trend
It’s tempting to treat “AI NPC teammates” and “AI texture scandal” as separate trends, but they’re downstream of the same adoption curve. A GDC State of the Industry survey released in 2026 found that a majority of studios — reportedly 52% — now use generative AI somewhere in production, up sharply from a few years earlier, and separate tallies of Steam’s own storefront disclosures put the number of listed titles acknowledging generative AI use above 7,000. Tool vendors have built entire companies around that demand: Atlas AI Studio came out of closed beta in March 2026 promising “agent fleets” that generate, texture, and engine-integrate 3D assets from a text prompt, and Makko AI left beta in April 2026 with a 2D-focused pipeline that it said had already produced more than 40,000 game assets during testing. Cygames, the Japanese studio behind Granblue Fantasy, spun up a dedicated generative-AI subsidiary in January 2026 to build internal tools and research its own models rather than rely on outside vendors.
What’s missing from most of that adoption is disclosure, and that’s exactly the gap Clair Obscur fell into. A studio can use generative AI for throwaway blockout art in good faith, assume it’ll be invisible by launch, and still get caught by an awards body, a modder, or a forum thread parsing texture files after release. Meanwhile, the gameplay-facing version of AI — Nvidia ACE’s autonomous teammates and enemies — is advancing on a much more cautious, publicly tested track specifically because getting it wrong in front of players is immediately visible and immediately embarrassing. Ubisoft’s own earlier NEO NPC demos drew criticism for stilted, sometimes nonsensical in-game dialogue, which is likely part of why Krafton confined Ally to an arcade sideshow rather than a day-one patch.
The honest summary for November 2026 is that AI in games has split into two tracks moving at different speeds and under different scrutiny. On the development side, generative tools are already load-bearing — more than half of studios use them, dedicated vendors are scaling fast, and the controversies are about transparency, not capability. On the gameplay side, autonomous AI characters are real, named, and running in test builds of games people actually play, but every company shipping them is moving like someone who’s been burned before — because, in Ubisoft’s case and now in Sandfall’s, they have been.

