Public Steam disclosure research25,383 disclosures tracked
Where do games disclose AI use?
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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.
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.
Some visual assets, including certain images and 3D models, were created or assisted using generative AI tools. All assets were reviewed and edited by the developer before being added to the game.
Generative AI tools were used during parts of the game's development process for concept exploration, visual ideation, and promotional asset creation.
All gameplay systems, game design, programming, and final in-game content were reviewed, edited, and integrated by the development team.
Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game.
FLATLINE utilizes advanced generative AI technologies to enhance both the visual and interactive experience:
Visual Assets (Pre-generated): To achieve the unique aesthetic of "clean decay" and the massive brutalist landscapes of London 2036, we employed AI-rendering tools (Nanobanana and Veo). All images and video sequences were pre-generated and underwent meticulous manual post-processing to align with the project’s artistic vision.
Interactivity (Live-generated): The episode’s climax features a live dialogue with the system "Anomaly." This character’s responses are generated in real-time using the GPT-4 model, allowing each player to find their own unique arguments in the final confrontation with the network.
We use AI as a force-multiplier for a solo creator, enabling the realization of a world that would otherwise be impossible to build at this scale using traditional methods
AI Disclosure (for Steam Store Page)
This game uses generative artificial intelligence tools only for certain visual assets on the store page.
Some promotional images and artwork displayed on the Steam store page were created or enhanced with the assistance of AI tools. All such content has been reviewed and curated by the developer to match the intended style and quality.
Generative AI tools were used only for a very small portion of the store's promotional assets and concept designs to assist the workflow. The vast majority of the game, including its core mechanics, code, and structural design, has been developed traditionally by our team. All AI-assisted elements have been heavily edited, verified for copyright compliance, and do not contain any illegal material.
In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process.
Generative AI tools were used during development to assist with creating certain visual assets, promotional images, and localization text. All AI-assisted content was reviewed, modified, and integrated manually by the developers. The game does not use AI-generated content during gameplay.
FOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
This game contains pre-generated AI-created images, including realistic and horror-themed imagery used during gameplay. All content was reviewed and curated by the developer. The game does not include live AI generation or user-generated content.
Generative AI tools were used to create the voiceover audio for the characters in this game. All AI-generated audio was pre-recorded and integrated during development; the game does not generate any AI content in real-time.
Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere.
This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness.
The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing.
This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players.
Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
We use generative AI technologies during the development of some game assets. This mainly includes support with localization, visual reference material, selected graphic elements, and occasional audio or sound-effect related content. AI-assisted elements represent a limited part of the overall production, with final selection, editing, and implementation handled by the development team.
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.
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.
Some visual assets, including certain images and 3D models, were created or assisted using generative AI tools. All assets were reviewed and edited by the developer before being added to the game.
Generative AI tools were used during parts of the game's development process for concept exploration, visual ideation, and promotional asset creation.
All gameplay systems, game design, programming, and final in-game content were reviewed, edited, and integrated by the development team.
Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game.
FLATLINE utilizes advanced generative AI technologies to enhance both the visual and interactive experience:
Visual Assets (Pre-generated): To achieve the unique aesthetic of "clean decay" and the massive brutalist landscapes of London 2036, we employed AI-rendering tools (Nanobanana and Veo). All images and video sequences were pre-generated and underwent meticulous manual post-processing to align with the project’s artistic vision.
Interactivity (Live-generated): The episode’s climax features a live dialogue with the system "Anomaly." This character’s responses are generated in real-time using the GPT-4 model, allowing each player to find their own unique arguments in the final confrontation with the network.
We use AI as a force-multiplier for a solo creator, enabling the realization of a world that would otherwise be impossible to build at this scale using traditional methods
AI Disclosure (for Steam Store Page)
This game uses generative artificial intelligence tools only for certain visual assets on the store page.
Some promotional images and artwork displayed on the Steam store page were created or enhanced with the assistance of AI tools. All such content has been reviewed and curated by the developer to match the intended style and quality.
Generative AI tools were used only for a very small portion of the store's promotional assets and concept designs to assist the workflow. The vast majority of the game, including its core mechanics, code, and structural design, has been developed traditionally by our team. All AI-assisted elements have been heavily edited, verified for copyright compliance, and do not contain any illegal material.
In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process.
Generative AI tools were used during development to assist with creating certain visual assets, promotional images, and localization text. All AI-assisted content was reviewed, modified, and integrated manually by the developers. The game does not use AI-generated content during gameplay.
FOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
This game contains pre-generated AI-created images, including realistic and horror-themed imagery used during gameplay. All content was reviewed and curated by the developer. The game does not include live AI generation or user-generated content.
Generative AI tools were used to create the voiceover audio for the characters in this game. All AI-generated audio was pre-recorded and integrated during development; the game does not generate any AI content in real-time.
Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere.
This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness.
The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing.
This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players.
Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
We use generative AI technologies during the development of some game assets. This mainly includes support with localization, visual reference material, selected graphic elements, and occasional audio or sound-effect related content. AI-assisted elements represent a limited part of the overall production, with final selection, editing, and implementation handled by the development team.