Public Steam disclosure research25,512 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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This index adds cross-game classifications and statistics to
statements published on individual store pages.
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.
Illustrations and UI visual elements were created with the assistance of AI tools and subsequently refined and optimized manually. Portions of the text were developed based on suggestions from Large Language Models (LLMs) and underwent final manual review and stylistic polishing by the developer.
I enjoy crafting dozens of background images in the game, from personal travel photos of varied scenery,
drawings, and patiently process and mash them using AI and non AI tools. The art for the board games themselves (pawns, tiles) is abstract and simply done with gimp (traditional 2D image editor)
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
AI tools were used only for certain static illustrations and promotional images.
All gameplay systems, code, and dynamic content are entirely human-created and do not use AI generation.
All main character illustrations and story CGs in the game are hand-drawn by artists.
Some background images use free AI-generated background assets licensed for commercial use.
In addition, AI was used as a supplementary reference during the creation of certain scene assets.
I use Ai to aid in a variety of topics such as 2D artwork such as UI elements as well as help with ques and dialog ideas. Music is also designed by Ai.
Our developers and artists are assisted by AI in creating some of the content - including some tattoo designs, since our game is about removing bad tattoos and AI is surprisingly good at making bad tattoos. In all cases, the final content reflects the creativity, direction, and approval of our development team.
AI tools were used to generate select artwork, including concept images, a few decorative assets, and a few censored fictional photographs as some Voicelines and Screams. Some of these depict intentionally exaggerated or eccentric characters that would have been impractical—or impossible—to stage with real models. All AI-generated assets were manually reviewed and edited before inclusion. No AI content is generated dynamically during gameplay.
AI was used in the BlueSky/Concepting phase of development to help ideate some designs of characters and UI to save time on our small team. Stable Diffusion using in-house created libraries and loras created from our own original art and not publicly available libraries was used in this process. These concepts are then taken and turned into functional useable game art created by hand, by real artists. Oftentimes this human created art ends up looking nothing like the original concept. No where in the game is any raw AI art used.
Illustrations and UI visual elements were created with the assistance of AI tools and subsequently refined and optimized manually. Portions of the text were developed based on suggestions from Large Language Models (LLMs) and underwent final manual review and stylistic polishing by the developer.
I enjoy crafting dozens of background images in the game, from personal travel photos of varied scenery,
drawings, and patiently process and mash them using AI and non AI tools. The art for the board games themselves (pawns, tiles) is abstract and simply done with gimp (traditional 2D image editor)
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
AI tools were used only for certain static illustrations and promotional images.
All gameplay systems, code, and dynamic content are entirely human-created and do not use AI generation.
All main character illustrations and story CGs in the game are hand-drawn by artists.
Some background images use free AI-generated background assets licensed for commercial use.
In addition, AI was used as a supplementary reference during the creation of certain scene assets.
I use Ai to aid in a variety of topics such as 2D artwork such as UI elements as well as help with ques and dialog ideas. Music is also designed by Ai.
Our developers and artists are assisted by AI in creating some of the content - including some tattoo designs, since our game is about removing bad tattoos and AI is surprisingly good at making bad tattoos. In all cases, the final content reflects the creativity, direction, and approval of our development team.
AI tools were used to generate select artwork, including concept images, a few decorative assets, and a few censored fictional photographs as some Voicelines and Screams. Some of these depict intentionally exaggerated or eccentric characters that would have been impractical—or impossible—to stage with real models. All AI-generated assets were manually reviewed and edited before inclusion. No AI content is generated dynamically during gameplay.
AI was used in the BlueSky/Concepting phase of development to help ideate some designs of characters and UI to save time on our small team. Stable Diffusion using in-house created libraries and loras created from our own original art and not publicly available libraries was used in this process. These concepts are then taken and turned into functional useable game art created by hand, by real artists. Oftentimes this human created art ends up looking nothing like the original concept. No where in the game is any raw AI art used.