Public Steam disclosure research25,995 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
This game is based on the novel "The Right of Choice" by Zep Forever.
The game features original writing and storylines created by the author.
All images, videos, and voice acting were pre-generated using AI tools during the development process. No AI generation occurs live or in real-time while playing the game. All assets are static files included in the build.
Demon Rising uses generative AI for part of its content:
Live-generated narrative — The game includes a local AI language model that runs fully offline on your PC; no internet connection is required and no data is sent anywhere. During play it generates dynamic dialogue for your demon officers, war-council debates, prisoner interrogations and boss encounters, keeping conversations varied across runs. All generated text is constrained by the game's prompts to in-game characters and situations and is bounded by built-in safeguards. If the AI model is unavailable, the game automatically falls back to hand-written dialogue, so the full game is playable either way.
Pre-generated artwork — Some character portraits and illustrations were created with the help of AI image-generation tools, then selected and edited by the developer.
All AI-assisted content is curated and reviewed by the developer.
The art assets, source code, and portions of the related content in this game were primarily created with the assistance of artificial intelligence (AI), including but not limited to character designs, environment assets, UI elements, text assistance, and programming development. The developer reviewed, adjusted, and integrated the generated content for the final production and release of the game.
Since our artistic skills don't quite allow us to realize everything we have in mind, we use AI to create some visuals, but we also try to edit them so as not to degrade the gaming experience.
Delphi uses Midjourney for illustrated artwork (cards, events, key art, capsule art) and Kling for image-to-video trailer animation, all curated and edited by the developer. UI artwork is hand-made by a credited human artist.
No AI is used in design, writing, narrative or gameplay, and no AI runs at runtime — all in-game content is human-written static data.
The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game.
Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style.
No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work.
I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration.
Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems.
A handful of store and marketing assets for IsoDead TD — achievement icons, store and library capsule artwork, and the stylized lettering used in the trailer — were created with the assistance of generative AI tools and then reviewed and edited by the developer. All in-game content (pixel art, animation, music, code, and gameplay) is hand-crafted without generative AI, and no AI-generated content is created while the game is running.
Generative AI was used to create initial game art concepts and certain marketing materials. Final in-game assets were reviewed and modified by the development team.
AI tools were utilized during the development of this application for programming code architecture, store description translations, and the creation of core visual content including avatar illustrations, outfits, and graphic assets.
Based on these AI-generated visuals, we carefully handcrafted the layered asset separation and implemented real-time motion synchronization with keyboard and gamepad inputs to optimize it as a streamer tool.
We have conducted thorough reviews regarding rights and usage to ensure that users can safely and freely use these avatars, including for commercial streaming purposes.
This game uses generative AI (KlingAI) to create artwork, including characters and backgrounds. These images are directed, selected, and adjusted by the developer before being incorporated into the game.
All scenario text and scripts are written entirely by a human author. No generative AI is used for the writing.
The music is composed by a human and produced using a DAW (Cakewalk) and singing-voice synthesis software (VoiSona). No generative AI is used in the music production.
Visuals:
This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration.
Music:
The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission.
I use ElevenLabs to create sound effects as well as the voice changing effects. I recorded the lines in the game and used ElevenLabs to alter my voice into the characters you will here in this game. The main character Mesh, some interactable mesh's as well as the main entity within this game were initially generated in MeshyAI and edited by myself in Blender.
Generative Artificial Intelligence used in this game includes:
- Sound Effects (SFX)
- BGM cover (AI covers based on medley composed by Author)
- Refining textures, icons
1. The game code was pre-generated by AI in an IDE tool and then manually reviewed.
2. Some sound effects and music were generated as MIDI files from a large language model and then manually modified in music editing software.
3. Art assets were initially generated by online AI. All generated images were manually selected and modified to ensure they conformed to the overall art style of the game.
This game includes some visual and audio contents created with the assistance of generative A.I. All content included in the final release was curated, edited, and integrated by the developer as part of the creative process. The game engine and logic is 100% human created.
Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game.
Generative AI tools were used to assist with parts of the game's visual concepts and promotional materials. All final content was reviewed and edited by the developer.
Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision.
Generative AI was used in the creation and editing of some visual assets, promotional materials, and other creative content appearing in the game and on the store page. All final content was reviewed, edited, and implemented by the developer.
Authorisation Engine uses generative AI tools during development to assist with selected pre-generated assets and production materials, including some store artwork and audio/localization workflow support. All such content is reviewed and curated before inclusion. The game does not live-generate gameplay content with AI at runtime.
Due to the small scale of the project, many visual assets in the current demo were created using AI-assisted image generation tools, with additional manual editing and selection by the developer.
Some assets may be replaced or redrawn in future versions during development.
Character design,character writing, story structure, dialogue, game design, and overall direction were totally created by the developer.
This is a small independent narrative project focused primarily on storytelling and atmosphere.Thank you for playing, reading, and supporting the project.
Some of the in-game 2D textures and visual effects were created using AI-based tools. These elements are modified in terms of art and development throughout the production process to ensure they meet our quality standards and creative vision.
This game is based on the novel "The Right of Choice" by Zep Forever.
The game features original writing and storylines created by the author.
All images, videos, and voice acting were pre-generated using AI tools during the development process. No AI generation occurs live or in real-time while playing the game. All assets are static files included in the build.
Demon Rising uses generative AI for part of its content:
Live-generated narrative — The game includes a local AI language model that runs fully offline on your PC; no internet connection is required and no data is sent anywhere. During play it generates dynamic dialogue for your demon officers, war-council debates, prisoner interrogations and boss encounters, keeping conversations varied across runs. All generated text is constrained by the game's prompts to in-game characters and situations and is bounded by built-in safeguards. If the AI model is unavailable, the game automatically falls back to hand-written dialogue, so the full game is playable either way.
Pre-generated artwork — Some character portraits and illustrations were created with the help of AI image-generation tools, then selected and edited by the developer.
All AI-assisted content is curated and reviewed by the developer.
The art assets, source code, and portions of the related content in this game were primarily created with the assistance of artificial intelligence (AI), including but not limited to character designs, environment assets, UI elements, text assistance, and programming development. The developer reviewed, adjusted, and integrated the generated content for the final production and release of the game.
Since our artistic skills don't quite allow us to realize everything we have in mind, we use AI to create some visuals, but we also try to edit them so as not to degrade the gaming experience.
Delphi uses Midjourney for illustrated artwork (cards, events, key art, capsule art) and Kling for image-to-video trailer animation, all curated and edited by the developer. UI artwork is hand-made by a credited human artist.
No AI is used in design, writing, narrative or gameplay, and no AI runs at runtime — all in-game content is human-written static data.
The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game.
Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style.
No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work.
I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration.
Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems.
A handful of store and marketing assets for IsoDead TD — achievement icons, store and library capsule artwork, and the stylized lettering used in the trailer — were created with the assistance of generative AI tools and then reviewed and edited by the developer. All in-game content (pixel art, animation, music, code, and gameplay) is hand-crafted without generative AI, and no AI-generated content is created while the game is running.
Generative AI was used to create initial game art concepts and certain marketing materials. Final in-game assets were reviewed and modified by the development team.
AI tools were utilized during the development of this application for programming code architecture, store description translations, and the creation of core visual content including avatar illustrations, outfits, and graphic assets.
Based on these AI-generated visuals, we carefully handcrafted the layered asset separation and implemented real-time motion synchronization with keyboard and gamepad inputs to optimize it as a streamer tool.
We have conducted thorough reviews regarding rights and usage to ensure that users can safely and freely use these avatars, including for commercial streaming purposes.
This game uses generative AI (KlingAI) to create artwork, including characters and backgrounds. These images are directed, selected, and adjusted by the developer before being incorporated into the game.
All scenario text and scripts are written entirely by a human author. No generative AI is used for the writing.
The music is composed by a human and produced using a DAW (Cakewalk) and singing-voice synthesis software (VoiSona). No generative AI is used in the music production.
Visuals:
This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration.
Music:
The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission.
I use ElevenLabs to create sound effects as well as the voice changing effects. I recorded the lines in the game and used ElevenLabs to alter my voice into the characters you will here in this game. The main character Mesh, some interactable mesh's as well as the main entity within this game were initially generated in MeshyAI and edited by myself in Blender.
Generative Artificial Intelligence used in this game includes:
- Sound Effects (SFX)
- BGM cover (AI covers based on medley composed by Author)
- Refining textures, icons
1. The game code was pre-generated by AI in an IDE tool and then manually reviewed.
2. Some sound effects and music were generated as MIDI files from a large language model and then manually modified in music editing software.
3. Art assets were initially generated by online AI. All generated images were manually selected and modified to ensure they conformed to the overall art style of the game.
This game includes some visual and audio contents created with the assistance of generative A.I. All content included in the final release was curated, edited, and integrated by the developer as part of the creative process. The game engine and logic is 100% human created.
Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game.
Generative AI tools were used to assist with parts of the game's visual concepts and promotional materials. All final content was reviewed and edited by the developer.
Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision.
Generative AI was used in the creation and editing of some visual assets, promotional materials, and other creative content appearing in the game and on the store page. All final content was reviewed, edited, and implemented by the developer.
Authorisation Engine uses generative AI tools during development to assist with selected pre-generated assets and production materials, including some store artwork and audio/localization workflow support. All such content is reviewed and curated before inclusion. The game does not live-generate gameplay content with AI at runtime.
Due to the small scale of the project, many visual assets in the current demo were created using AI-assisted image generation tools, with additional manual editing and selection by the developer.
Some assets may be replaced or redrawn in future versions during development.
Character design,character writing, story structure, dialogue, game design, and overall direction were totally created by the developer.
This is a small independent narrative project focused primarily on storytelling and atmosphere.Thank you for playing, reading, and supporting the project.
Some of the in-game 2D textures and visual effects were created using AI-based tools. These elements are modified in terms of art and development throughout the production process to ensure they meet our quality standards and creative vision.