Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
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.
Unlockable background images were AI-generated. We created tens of thousands of images, curated the best, and manually refined them with hours of inpainting and editing. AI coding tools assisted development. All gameplay mechanics, 22 language dictionaries, design, and concept are entirely hand-crafted.
Some music and graphical elements (ie. music that plays during scenes, pictures that display during scenes, etc.) were edited and/or created using AI. These technologies are used sparsely throughout the game, and the entirety of Cryspace's story, characters, UI elements, etc. were not created using any AI technologies.
DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game.
DarkSwarm is built by hand, by talented individuals — but we may have used generative AI, among other tools, to visualize ideas during the concept phase, helping us deliver the best possible game experience.
In that sense, it has supported the creation of certain environmental assets, images, and props. It's one of many tools in our creative toolbox and is always used alongside handcrafted work.
I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC.
In the development of this title, generative AI has been used in the following areas:
- Reference images for background graphics
- Programming assistance
- Translation assistance
Our game's library images (except for the logo with the words "Investormania"), images on the in-game loading screen, in-game avatars are generated with artificial intelligence.
We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking.
The images in the game are collages and/or modified parts of images created by AI.
Each image was processed and animated manually by a human.
Parts of the images have been redrawn by humans.
Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team.
FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected.
The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power.
In this game, we incorporate artificial intelligence technology to transform port art assets into dynamic video materials, achieving cinematic dynamic effects. All AI-generated content has undergone secondary processing and in-depth optimization by our design team, seamlessly integrating into the game's overall art style. This provides players with a richer and more immersive gaming experience.
Tower Inc. utilizes generative AI tools during the development process to enhance the visual atmosphere and environmental storytelling of the facility. These tools were used to assist a solo developer in achieving a high level of detail in the following areas:
Store & Library Assets: Several capsule images, library assets, and background banners were developed with the assistance of AI to create a cohesive and eerie aesthetic for the Steam storefront.
Environment & 2D Assets: Specific in-game environmental textures, background paintings, and UI elements (such as posters and screen displays) were generated or refined using AI tools to deepen the immersion of the industrial horror setting.
Creative Oversight: All AI-assisted content has been manually curated, edited, and integrated by the developer to ensure it aligns with the unique mechanical and narrative world of Tower Inc.
Some background and character art extended and enhanced using Photoshop generative fill. Some audio help narration done using an in-house cloned voice for clarity. Some audio narration done using professionally licensed cloned voice.
AI was used to generate the images in the game.
I'm a solo developer. I can't afford to hire artists, and I depend on this income to pay the rent and buy food. Please be considerate.
I hope you enjoy the game.
This game contains pre-generated AI-created 2D images and textures developed during production. All AI-generated assets were reviewed and manually integrated by the development team. No AI-generated content is created during gameplay.
Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill.
The Security Robots and The Coffee Time video use audio generated by TTS Maker.
The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text.
I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion.
AI generated concept art may end up in the game in some derivative form. AI may be used to debug, improve, or prototype code. This applies only to a small subset of content. The majority of content in the game does not involve AI generated content.
Unlockable background images were AI-generated. We created tens of thousands of images, curated the best, and manually refined them with hours of inpainting and editing. AI coding tools assisted development. All gameplay mechanics, 22 language dictionaries, design, and concept are entirely hand-crafted.
Some music and graphical elements (ie. music that plays during scenes, pictures that display during scenes, etc.) were edited and/or created using AI. These technologies are used sparsely throughout the game, and the entirety of Cryspace's story, characters, UI elements, etc. were not created using any AI technologies.
DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game.
DarkSwarm is built by hand, by talented individuals — but we may have used generative AI, among other tools, to visualize ideas during the concept phase, helping us deliver the best possible game experience.
In that sense, it has supported the creation of certain environmental assets, images, and props. It's one of many tools in our creative toolbox and is always used alongside handcrafted work.
I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC.
In the development of this title, generative AI has been used in the following areas:
- Reference images for background graphics
- Programming assistance
- Translation assistance
Our game's library images (except for the logo with the words "Investormania"), images on the in-game loading screen, in-game avatars are generated with artificial intelligence.
We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking.
The images in the game are collages and/or modified parts of images created by AI.
Each image was processed and animated manually by a human.
Parts of the images have been redrawn by humans.
Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team.
FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected.
The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power.
In this game, we incorporate artificial intelligence technology to transform port art assets into dynamic video materials, achieving cinematic dynamic effects. All AI-generated content has undergone secondary processing and in-depth optimization by our design team, seamlessly integrating into the game's overall art style. This provides players with a richer and more immersive gaming experience.
Tower Inc. utilizes generative AI tools during the development process to enhance the visual atmosphere and environmental storytelling of the facility. These tools were used to assist a solo developer in achieving a high level of detail in the following areas:
Store & Library Assets: Several capsule images, library assets, and background banners were developed with the assistance of AI to create a cohesive and eerie aesthetic for the Steam storefront.
Environment & 2D Assets: Specific in-game environmental textures, background paintings, and UI elements (such as posters and screen displays) were generated or refined using AI tools to deepen the immersion of the industrial horror setting.
Creative Oversight: All AI-assisted content has been manually curated, edited, and integrated by the developer to ensure it aligns with the unique mechanical and narrative world of Tower Inc.
Some background and character art extended and enhanced using Photoshop generative fill. Some audio help narration done using an in-house cloned voice for clarity. Some audio narration done using professionally licensed cloned voice.
AI was used to generate the images in the game.
I'm a solo developer. I can't afford to hire artists, and I depend on this income to pay the rent and buy food. Please be considerate.
I hope you enjoy the game.
This game contains pre-generated AI-created 2D images and textures developed during production. All AI-generated assets were reviewed and manually integrated by the development team. No AI-generated content is created during gameplay.
Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill.
The Security Robots and The Coffee Time video use audio generated by TTS Maker.
The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text.
I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion.
AI generated concept art may end up in the game in some derivative form. AI may be used to debug, improve, or prototype code. This applies only to a small subset of content. The majority of content in the game does not involve AI generated content.