Public Steam disclosure research25,376 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.
This game contains Audio and / or Artwork customized with the help of AI tools by our artists, derived from artwork we own commercial rights to use, or artwork done by our own artists in studio.
We pay our artists, and we DO NOT use stolen Artwork.
During the development of the game, the generation of music samples was used, as well as the generation of image elements for character avatars and team emblems.
As a solo developer, I rely on AI tools to make my game a reality. I use ChatGPT to translate my game's text from my native language to English, ensuring it's accessible to everyone. For visuals, I turn to MidJourney to create stunning backgrounds and other artwork. These tools are essential for me, making it possible to develop my game on my own.
During the game development process, we utilized a combination of program-based and artificial intelligence tools to assist in content creation, including generating partial character illustrations and scene images. After the AI-generated content is created, the images serve as references and are subsequently modified by graphic designers to ensure they align with the overall world-building and aesthetics of the game.
The game features AI-generated sound effects. To provide players with so many languages, we used AI for localization. We'll do everything we can to ensure better translation quality in the full version. Additionally, we used artificial intelligence to create some graphics like wallpapers, steam cards and other smaller graphics.
The AI in this game was used to generate a voice for the main character in the game.
For more details on what we generated:
1. Character screams
2. Character scares
Generative AI is used for the following items.
In-game photo-like images
Textures of 3D models
Images for advertising
There is no real-time used generative AI.
・A small number of 2D assets that don't affect gameplay (specifically poster and newspaper textures) were created using AI generation.
・Localization of English
Most of the raw art/sound/music materials were produced and commercially licensed by Generative AI online service providers. Based on raw materials, Lantao studio manually modified, adapted, animated, remixed and/or recreated the final production assets used in this game.
We have inclusions that contain a small amount of use of AI, described below:
1. The background of the "city wall" after the game login interface is an image generated using AI.
2. The Icon in the game is an image generated by AI.
3. The icons for "Moth Factory" and "Spider Factory" are AI-generated images.
Although some illustrations are still rendered or enhanced by generative artificial intelligence, the game is currently in the process of replacing all AI-generated artwork with non-AI illustrations. Updates will roll out gradually until the transition is complete.
Character images and location sketches are created manually by our artists, but we also use neural networks to speed up the drawing of details. AI isn't used to generate content during gameplay.
AI was leveraged to generate a broader range of art options, accelerating the creative process and allowing us to explore unique visual styles for the game.
AI was used in research to fix/improve the code for the originally buggy rhythm mini games.
That aside, every aspect of Necrophobia (art, story, music, code, etc.) was created by my own human hands, and developed by my own human brain.
This game can guide the male protagonist to draw by hand. Some of the art (background images, NPC character portraits, CG, etc.) and music materials in the game are designed and generated with AI assistance.
The game's backgrounds are started as public domain AI generations and, cropped, shaded, altered & animated by hand.
ChatGPT has been used to translate elvish to phonetic english to be voice recorded for parts of a fantasy radio programme.
This game contains Audio and / or Artwork customized with the help of AI tools by our artists, derived from artwork we own commercial rights to use, or artwork done by our own artists in studio.
We pay our artists, and we DO NOT use stolen Artwork.
During the development of the game, the generation of music samples was used, as well as the generation of image elements for character avatars and team emblems.
As a solo developer, I rely on AI tools to make my game a reality. I use ChatGPT to translate my game's text from my native language to English, ensuring it's accessible to everyone. For visuals, I turn to MidJourney to create stunning backgrounds and other artwork. These tools are essential for me, making it possible to develop my game on my own.
During the game development process, we utilized a combination of program-based and artificial intelligence tools to assist in content creation, including generating partial character illustrations and scene images. After the AI-generated content is created, the images serve as references and are subsequently modified by graphic designers to ensure they align with the overall world-building and aesthetics of the game.
The game features AI-generated sound effects. To provide players with so many languages, we used AI for localization. We'll do everything we can to ensure better translation quality in the full version. Additionally, we used artificial intelligence to create some graphics like wallpapers, steam cards and other smaller graphics.
The AI in this game was used to generate a voice for the main character in the game.
For more details on what we generated:
1. Character screams
2. Character scares
Generative AI is used for the following items.
In-game photo-like images
Textures of 3D models
Images for advertising
There is no real-time used generative AI.
・A small number of 2D assets that don't affect gameplay (specifically poster and newspaper textures) were created using AI generation.
・Localization of English
Most of the raw art/sound/music materials were produced and commercially licensed by Generative AI online service providers. Based on raw materials, Lantao studio manually modified, adapted, animated, remixed and/or recreated the final production assets used in this game.
We have inclusions that contain a small amount of use of AI, described below:
1. The background of the "city wall" after the game login interface is an image generated using AI.
2. The Icon in the game is an image generated by AI.
3. The icons for "Moth Factory" and "Spider Factory" are AI-generated images.
Although some illustrations are still rendered or enhanced by generative artificial intelligence, the game is currently in the process of replacing all AI-generated artwork with non-AI illustrations. Updates will roll out gradually until the transition is complete.
Character images and location sketches are created manually by our artists, but we also use neural networks to speed up the drawing of details. AI isn't used to generate content during gameplay.
AI was leveraged to generate a broader range of art options, accelerating the creative process and allowing us to explore unique visual styles for the game.
AI was used in research to fix/improve the code for the originally buggy rhythm mini games.
That aside, every aspect of Necrophobia (art, story, music, code, etc.) was created by my own human hands, and developed by my own human brain.
This game can guide the male protagonist to draw by hand. Some of the art (background images, NPC character portraits, CG, etc.) and music materials in the game are designed and generated with AI assistance.
The game's backgrounds are started as public domain AI generations and, cropped, shaded, altered & animated by hand.
ChatGPT has been used to translate elvish to phonetic english to be voice recorded for parts of a fantasy radio programme.