The Far Far West generative AI policy draws a clear boundary between AI-generated creative assets and tools used to support development. Fireshine Games CEO Brian Foote says the publisher will not partner with studios that rely on generative AI art, while treating tools such as code completion differently.
Image credit: Evil Raptor/Fireshine Games
Far Far West generative AI policy: what Fireshine Games says
Fireshine Games, publisher of the Steam hit Far Far West, has said it will not work with developers that depend on generative AI to create artwork. In an interview, CEO Brian Foote described generative art as a firm boundary for the company.
Foote also made a distinction between AI-generated assets and software that assists with tasks such as code completion or writing in Word with Copilot. In his view, these uses are not the same as relying on AI for a game’s core creative content.
The publisher’s position is focused on the role AI plays in making a game, rather than a blanket rejection of every tool that uses AI. For developers assessing a potential publishing relationship, the practical point is to clarify how generative systems are used in production and whether they create assets intended to appear in the finished game.
Why the distinction matters to game development
Foote said Fireshine does not believe players are currently interested in generative AI being used for core game creation, and expressed concern about its effect on the development community. He described the company’s stance as firm.
That position reflects a broader concern in game production: a tool used during development may have a different role from artwork or other creative material included in a released game. Studios considering AI tools should keep track of how they are used and communicate their process clearly to publishers. This is especially useful when a publisher has stated limits on generative art.
In January, Tim Bender, CEO of Manor Lords publisher Hooded Horse, expressed a similar preference against using generative AI, including for placeholder assets. He noted that placeholder artwork could potentially remain in a finished release. His comments show why teams may treat temporary assets with care as well as final content.
Far Far West’s Early Access performance
Far Far West was developed by French studio Evil Raptor and launched in Early Access on April 28. Fireshine Games announced that the western-themed co-op shooter sold more than one million copies during its first two weeks on sale.
The sales milestone places the publisher’s comments about AI alongside a successful launch, but it does not establish that the game’s sales were caused by its approach to AI. For readers following the title, the key takeaway is the publisher’s stated distinction: generative AI art is outside its partnership policy, while certain development and productivity tools are treated separately.
What the Far Far West generative AI stance means
Fireshine Games’ Far Far West generative AI stance is specific: the publisher says it will not work with partners relying on generative AI art, but it does not describe every AI-assisted task as unacceptable. Developers evaluating tools should pay attention to whether they generate creative assets and make that distinction clear when discussing production practices with publishers.