Public Steam disclosure research25,376 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.
We are using AI for the localization of Galactic Space Guard. It is also used for translating texts in the community section. So it is merely used for translation, the texts are still handwritten and translated in languages we are not capable of speaking. This is the only application of AI in Galactic Space Guard.
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
Some of the game’s loading screens and UI icons / character portraits were created using AI tools during development. These assets are pre-generated (i.e. not generated in real-time during gameplay), are original, and do not depict real people or copyrighted material.
All rights are retained by the developer.
ChatGPT was used solely to improve sentence structure and correct grammar. All game design and content decisions were made by the developer. No AI-generated images or artwork were used.
UPDATE: Foepower now offers a 100% human, 0% AI art pack drawn by the developer's daughter. The "Aspiring Artist" art pack is included in the base game for everyone.
For the default art pack, Foepower Game Studio utilized generative AI to assist in development of the game's pre-rendered art and marketing assets. All art assets have been reviewed and finalized by the developer, and considerable care has been taken to craft a consistent and compelling game universe.
During the development of this game, I used AI to generate some of the art assets, primarily the monster illustrations and background concept art. Although I initially tried to avoid using AI, the reality is that, given my limited budget and capabilities, I simply couldn’t afford a large amount of high quality hand drawn artwork.
For this, I am truly sorry.
I fully recognize that AI can never replace the creativity and uniqueness of real artists.
At the same time, I hope you’ll allow me to express this clearly: Divine Sin is by no means a soulless project. I’ve poured an immense amount of time into refining its innovative mechanics, designing diverse content, and constantly tweaking balance. From the earliest concept sketches to the current demo release, over the course of more than three years, I’ve remained dedicated to creating a game that fans of the genre can genuinely enjoy.
If you can understand my decision and are willing to support the game, I would be deeply grateful.
Regardless, I will keep doing my best, and I truly hope that in the future, I’ll have the means to replace all AI-generated assets with original artwork created by real artists.
AI is used for all game translation and store page translation. The game is first written in our native language, then translated to all supported languages. If you find any mistranslation, contact us.
Also, specific for the store page only: the female voice from the trailer (explaining the Anunnaki) was created using AI.
Besides that, the team uses AI like any other human being: for helping with brainstorm, internal concept art, reference images (not used directly in the final product), summarizing documentation, and sometimes it helps us catch some bugs.
Some of the visual elements in the game, including the skill card images, game logo, and other artwork, were created using AI-generated content. This technology helped us enhance the game's aesthetic appeal and provide a unique visual experience.
We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game.
I used AI images incredibly sparingly; I also modified the original AI image templates to get a desired outcome. The examples are -- the games text logo "Addled Clicker" was original AI before being edited heavily, a single image depicting a lovecraftian blob was used in one of the monster descriptions -- again, heavily edited, and finally in the in-game merchant, the background is a blurred lovecraftian manuscript that was AI generated as well.
The game uses AI-generated images for textures on walls, paintings, and parts of the interface. However, most of these images have been manually edited post-generation, except for most paintings.
In our effort to provide a visually appealing experience, we have incorporated generation tools for some secondary visual elements, such as 2D portraits. Most of the artistic resources that require greater attention to detail have been developed manually. This has allowed us to maintain an artistic standard and ensure that each component of the game reflects a unique and engaging atmosphere.
We used AI to generate textures when painting images for the library.
The gameplay screenshots do not contain generative content.
The game itself, its code and assets do not contain generated content.
We used generative artificial intelligence to localize the game into 11 languages and refine and improve the game's texts and dialogues, ensuring better fluidity and quality of the narrative for players.
In Wizard Cats, AI is used to write the code that powers spells created from runes. No art is generated using AI - all art is hand-drawn by our talented team of artists.
Some 2d content, some texts and simple sounds was made with AI help, but then than was careful polishing.
Thanks all, that you can help to make all it real!
Some in-game or store assets might be produced through processes involving the use of AI filters or AI generated elements merged with other sources. Whenever using a generative AI, we exclusively use private models trained with licensed sets of data.
We are using AI for the localization of Galactic Space Guard. It is also used for translating texts in the community section. So it is merely used for translation, the texts are still handwritten and translated in languages we are not capable of speaking. This is the only application of AI in Galactic Space Guard.
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
Some of the game’s loading screens and UI icons / character portraits were created using AI tools during development. These assets are pre-generated (i.e. not generated in real-time during gameplay), are original, and do not depict real people or copyrighted material.
All rights are retained by the developer.
ChatGPT was used solely to improve sentence structure and correct grammar. All game design and content decisions were made by the developer. No AI-generated images or artwork were used.
UPDATE: Foepower now offers a 100% human, 0% AI art pack drawn by the developer's daughter. The "Aspiring Artist" art pack is included in the base game for everyone.
For the default art pack, Foepower Game Studio utilized generative AI to assist in development of the game's pre-rendered art and marketing assets. All art assets have been reviewed and finalized by the developer, and considerable care has been taken to craft a consistent and compelling game universe.
During the development of this game, I used AI to generate some of the art assets, primarily the monster illustrations and background concept art. Although I initially tried to avoid using AI, the reality is that, given my limited budget and capabilities, I simply couldn’t afford a large amount of high quality hand drawn artwork.
For this, I am truly sorry.
I fully recognize that AI can never replace the creativity and uniqueness of real artists.
At the same time, I hope you’ll allow me to express this clearly: Divine Sin is by no means a soulless project. I’ve poured an immense amount of time into refining its innovative mechanics, designing diverse content, and constantly tweaking balance. From the earliest concept sketches to the current demo release, over the course of more than three years, I’ve remained dedicated to creating a game that fans of the genre can genuinely enjoy.
If you can understand my decision and are willing to support the game, I would be deeply grateful.
Regardless, I will keep doing my best, and I truly hope that in the future, I’ll have the means to replace all AI-generated assets with original artwork created by real artists.
AI is used for all game translation and store page translation. The game is first written in our native language, then translated to all supported languages. If you find any mistranslation, contact us.
Also, specific for the store page only: the female voice from the trailer (explaining the Anunnaki) was created using AI.
Besides that, the team uses AI like any other human being: for helping with brainstorm, internal concept art, reference images (not used directly in the final product), summarizing documentation, and sometimes it helps us catch some bugs.
Some of the visual elements in the game, including the skill card images, game logo, and other artwork, were created using AI-generated content. This technology helped us enhance the game's aesthetic appeal and provide a unique visual experience.
We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game.
I used AI images incredibly sparingly; I also modified the original AI image templates to get a desired outcome. The examples are -- the games text logo "Addled Clicker" was original AI before being edited heavily, a single image depicting a lovecraftian blob was used in one of the monster descriptions -- again, heavily edited, and finally in the in-game merchant, the background is a blurred lovecraftian manuscript that was AI generated as well.
The game uses AI-generated images for textures on walls, paintings, and parts of the interface. However, most of these images have been manually edited post-generation, except for most paintings.
In our effort to provide a visually appealing experience, we have incorporated generation tools for some secondary visual elements, such as 2D portraits. Most of the artistic resources that require greater attention to detail have been developed manually. This has allowed us to maintain an artistic standard and ensure that each component of the game reflects a unique and engaging atmosphere.
We used AI to generate textures when painting images for the library.
The gameplay screenshots do not contain generative content.
The game itself, its code and assets do not contain generated content.
We used generative artificial intelligence to localize the game into 11 languages and refine and improve the game's texts and dialogues, ensuring better fluidity and quality of the narrative for players.
In Wizard Cats, AI is used to write the code that powers spells created from runes. No art is generated using AI - all art is hand-drawn by our talented team of artists.
Some 2d content, some texts and simple sounds was made with AI help, but then than was careful polishing.
Thanks all, that you can help to make all it real!
Some in-game or store assets might be produced through processes involving the use of AI filters or AI generated elements merged with other sources. Whenever using a generative AI, we exclusively use private models trained with licensed sets of data.