Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI tools were used exclusively to create the main menu background illustration and the visual assets/textures for the enemy characters. No other parts of the game utilize artificial intelligence, and all other assets were created or acquired manually by the developers. The game does not contain any live-generated or real-time AI content.
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.
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.
Some assets used on the store page (including promotional images and background art) were created with the assistance of generative AI tools. All AI-generated materials have been reviewed and edited by our team to meet quality and content standards.
Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production:
— Some icons and UI elements, including weapon icons
— Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions
— Translation from Mr. M.'s private family dialect into English.
All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools.
Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used.
Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool.
— Mr. M., Owner of Galactic Tenebris Company
The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game.
Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners).
Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality.
All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team.
If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
The core concepts, rules, and gameplay mechanics of The Bone Yard are entirely my own original creation. Because this is a solo passion project, I utilized generative AI as a development assistant to help bring my vision to life. AI tools were used to help brainstorm visual design elements, which I then curated and integrated into the game. I also used AI to assist with coding and text localization. The heart of the game, how it plays, how it feels, is 100% USDA Prime Human.
This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools.
Generative AI tools were used in the creation of player-facing audio and visual assets in this game. This includes AI-assisted music generation and AI-assisted image/animation processing used for in-game materials. The game does not generate content live during play.
This game was developed with the assistance of AI tools. Character sprites and visual assets were generated using AI image tools and further edited using image editing software. The game's soundtrack was created using AI music generation tools. Game code was written with AI coding assistance. The game's story, narrative, and gameplay design are entirely original and created by the developer.
Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer.
Store page capsule images and promotional art created with AI assistance
Generative AI tools were used during development to assist in the creation of certain game assets, including 3D models, textures, images, voice processing, character dialogue, music, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure quality and consistency with the game’s artistic vision.
The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets.
Some visual assets in this game, such as paintings and certain 3D models, were created using generative AI tools and then manually refined and integrated by the developer to fit the game. All such content is created during development and is not generated dynamically during gameplay.
We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven.
The purpose of this is simple: to remove an entry barrier so this game can exist.
We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent.
We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid.
We truly appreciate everyone who chooses to be a part of this journey.
[AI Content Disclosure]This game utilizes generative AI tools to assist in the creation of visual assets (backgrounds, characters), background music, and parts of the narrative script.All AI-generated content has been manually reviewed, edited, and refined by the human developer to ensure it aligns with the game's "Japanese Gothic" aesthetic and story. We define this collaborative process between human creativity and AI as "Vibe Coding."
AI-assisted tools were used during development to support the creation of visual assets, music, text, and store page materials, as well as for prototyping and scripting assistance. All content was curated, edited, and integrated by the developer, with final creative and technical decisions made by a human.
Currently, AI was used to localize the store page and in-game text from English into other languages. We plan to verify and refine these translations with human speakers soon to ensure the highest quality possible.
Artificial intelligence was used to create some interface icons, all voice acting (English and Russian), as well as for text translation. All other content was created manually.
In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player:
Reactive Dialogue:
AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts.
Art & Media Asset Generation:
Outside of dialogue, AI is mainly used to create and vary game art assets, including:
Character and illustration variants
Backgrounds and visual effects
Music and ambient soundscapes
Sound effects
Voice-over lines
Short in-game videos / cutscenes
All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools.
Generative AI tools were used exclusively to create the main menu background illustration and the visual assets/textures for the enemy characters. No other parts of the game utilize artificial intelligence, and all other assets were created or acquired manually by the developers. The game does not contain any live-generated or real-time AI content.
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.
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.
Some assets used on the store page (including promotional images and background art) were created with the assistance of generative AI tools. All AI-generated materials have been reviewed and edited by our team to meet quality and content standards.
Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production:
— Some icons and UI elements, including weapon icons
— Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions
— Translation from Mr. M.'s private family dialect into English.
All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools.
Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used.
Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool.
— Mr. M., Owner of Galactic Tenebris Company
The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game.
Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners).
Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality.
All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team.
If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
The core concepts, rules, and gameplay mechanics of The Bone Yard are entirely my own original creation. Because this is a solo passion project, I utilized generative AI as a development assistant to help bring my vision to life. AI tools were used to help brainstorm visual design elements, which I then curated and integrated into the game. I also used AI to assist with coding and text localization. The heart of the game, how it plays, how it feels, is 100% USDA Prime Human.
This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools.
Generative AI tools were used in the creation of player-facing audio and visual assets in this game. This includes AI-assisted music generation and AI-assisted image/animation processing used for in-game materials. The game does not generate content live during play.
This game was developed with the assistance of AI tools. Character sprites and visual assets were generated using AI image tools and further edited using image editing software. The game's soundtrack was created using AI music generation tools. Game code was written with AI coding assistance. The game's story, narrative, and gameplay design are entirely original and created by the developer.
Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer.
Store page capsule images and promotional art created with AI assistance
Generative AI tools were used during development to assist in the creation of certain game assets, including 3D models, textures, images, voice processing, character dialogue, music, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure quality and consistency with the game’s artistic vision.
The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets.
Some visual assets in this game, such as paintings and certain 3D models, were created using generative AI tools and then manually refined and integrated by the developer to fit the game. All such content is created during development and is not generated dynamically during gameplay.
We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven.
The purpose of this is simple: to remove an entry barrier so this game can exist.
We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent.
We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid.
We truly appreciate everyone who chooses to be a part of this journey.
[AI Content Disclosure]This game utilizes generative AI tools to assist in the creation of visual assets (backgrounds, characters), background music, and parts of the narrative script.All AI-generated content has been manually reviewed, edited, and refined by the human developer to ensure it aligns with the game's "Japanese Gothic" aesthetic and story. We define this collaborative process between human creativity and AI as "Vibe Coding."
AI-assisted tools were used during development to support the creation of visual assets, music, text, and store page materials, as well as for prototyping and scripting assistance. All content was curated, edited, and integrated by the developer, with final creative and technical decisions made by a human.
Currently, AI was used to localize the store page and in-game text from English into other languages. We plan to verify and refine these translations with human speakers soon to ensure the highest quality possible.
Artificial intelligence was used to create some interface icons, all voice acting (English and Russian), as well as for text translation. All other content was created manually.
In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player:
Reactive Dialogue:
AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts.
Art & Media Asset Generation:
Outside of dialogue, AI is mainly used to create and vary game art assets, including:
Character and illustration variants
Backgrounds and visual effects
Music and ambient soundscapes
Sound effects
Voice-over lines
Short in-game videos / cutscenes
All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools.