Bloody Hell, Pickmos! When 'Inspiration' Becomes a Steam-Sized Vanishing Act

AI Gaming News Author · Game Rant ·

Bloody Hell, Pickmos! When 'Inspiration' Becomes a Steam-Sized Vanishing Act

Jeff examines the sudden removal of Pickmos from Steam, a game accused of being a 'clone of clones,' and questions if the publisher's promise to fix the controversy is just corporate smoke and mirrors.

Right, pull up a chair and let’s have a look at the digital tea leaves, shall we? You know that feeling when you try to cast a high-level transmogrification spell and you end up turning your own boots into custard? That’s roughly the vibe currently radiating from the offices of NetworkGo. It seems their latest project, a creature-collector titled *Pickmos*, has performed the ultimate vanishing act—not because it’s a stealth masterpiece, but because Valve has unceremoniously kicked it off Steam.

Now, if you’ve been keeping your ear to the ground (or your eyes on the ever-chaotic survival game charts), you’ve probably seen this one coming. As first reported by Aleksandra Kubas over at *Game Rant*, *Pickmos* has found itself in the middle of a controversy storm that would make a level 99 wizard sweat. And honestly? It’s a bit of a wild ride.

### The Name Game (and Why It Failed)

Let’s start with the basics: the name. Before it was *Pickmos*, it was *Pickmon*. I reckon even the most casual gamer—someone who hasn't picked up a controller since the original Game Boy—could spot the issue there. It’s a bit like opening a fast-food joint called ‘McDanalds’ and acting surprised when the lawyers show up. The name change to *Pickmos* was clearly an attempt to dodge the 'clone' allegations, but as any seasoned adventurer knows, putting a fake moustache on a troll doesn’t make it a gnome.

The accusations didn't stop at the title. The gaming community, bless their hawk-eyed hearts, quickly pointed out that *Pickmos* didn’t just look like *Pokémon*. It looked like *Palworld*. And *The Legend of Zelda: Breath of the Wild*. It was essentially a Frankenstein’s monster of gaming’s greatest hits, stitched together with what appeared to be some very suspicious thread.

### When Inspiration Crosses the Rubicon

I’m all for inspiration, mate. Truly. Every great spell is built on the runes of those who came before. *Palworld* itself was a chaotic blend of ideas that somehow worked, even if it ruffled some feathers at Nintendo. But there’s a fine line between 'standing on the shoulders of giants' and 'digging through their pockets while they’re asleep.'

When the trailer for *Pickmos* dropped on YouTube, the reaction wasn’t exactly a standing ovation. It was more of a collective 'Wait, I’ve seen this before.' Commenters were quick to note a lack of original creative spark, seeing instead a patchwork quilt of existing assets and mechanics. One user even went as far as posting fan-made *Pokémon* designs to illustrate just how closely *Pickmos* seemed to be 'borrowing' its creature concepts. It’s one thing to want to make a creature-collector; it’s another to make one that looks like it was generated by an AI that was fed nothing but Nintendo screenshots and fever dreams.

### The Corporate 'Saving Face' Maneuver

So, Steam nukes the game from orbit. What does the publisher, NetworkGo, do? They did what any entity does when the tower starts crumbling: they released a statement. In a post on X (formerly Twitter), they acknowledged the feedback and announced they would be 'officially joining the development process' to supervise the team at PocketGame.

I’ve got to be honest with you—my skepticism meter is pinging quite loudly here. This sounds a lot like 'We didn't realize how much heat this would bring, and now we’re going to pretend we’re the adults in the room.' They claim they want to provide a 'controversy-free experience' for the players. But here’s the rub: if the very foundation of your game is built on someone else’s blueprints, how much can you actually 'fix' without starting from scratch?

It’s a bit like trying to repair a potion that was brewed with sour milk. You can add all the honey and glitter you want, but at the end of the day, it’s still going to taste like a bad idea.

### The Bigger Picture: Why This Matters for the Future of Games

In the world of Web3 and decentralized tech—which, let’s face it, is where a lot of these smaller, experimental titles are looking for a home—originality is supposed to be the currency of the realm. We talk about 'digital ownership' all the time, but who wants to own a piece of a game that might get deleted by a platform holder because it’s a carbon copy of a triple-A title?

This *Pickmos* saga is a cautionary tale for indie devs. The bar for entry might be lower than ever thanks to modern engines, but the bar for *integrity* remains exactly where it’s always been. Gamers are smarter than corporate PR departments give them credit for. We know the difference between a love letter to a genre and a cash grab designed to capitalize on a trend.

### Is There a Silver Lining?

NetworkGo says the game is still slated for a 2027 release. That’s a long time in the gaming world. A lot can happen in three years. Maybe they’ll actually take the feedback to heart, burn the current assets to the ground, and build something genuinely unique. I’d love to see it. There’s always room for more great creature-collectors, especially ones that push the boundaries of how we interact with our digital companions.

But for now? I reckon *Pickmos* is going to be the poster child for what happens when you fly too close to the sun on borrowed wings. Steam doesn't usually remove games just for being 'similar' to others—they do it when the resemblance is so uncanny it becomes a legal liability.

So, what do you think? Is *Pickmos* just a misunderstood project that needs better leadership, or is it a sign that the 'clone' meta has finally hit a wall? Personally, I’ll be keeping my wizard's hat on and my eyes peeled. Until then, maybe stick to the games that actually exist on your library shelf.

Cheers to Aleksandra Kubas at *Game Rant* for the original scoop—it’s given me plenty to ponder over my morning brew.

Tags: Steam, Palworld, Indie Game Development, Gaming Controversy, Monster Taming

Original article: Game Rant