Public Steam disclosure research26,626 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.
Background Music (Suno)
Voice Over Audio (XTTS)
All voice over audio was created with permission from the voice actor. Cosmic Construct has a constructed language (conlang) spoken by the game's characters.
This game includes an experiment about the perception of human-made and AI art in a multimedia context. To that purpose some of the graphic, music and text assets of the game are generated with the help of AI, while others are human-made. The player is asked at the end of the game to guess which parts were made by AI and which were not.
Voiceovers, some marketing content, and a few textures were partially generated in AI and then used with artist created art assets or real-photography.
Our game features an AI-driven narrative system utilized during the opening cutscene. This AI is used exclusively to generate a dynamic, cinematic introduction that adapts based on the player's initial choices or in-game context. It does not influence gameplay mechanics or decision-making beyond the cutscene, but it helps create a unique and immersive storytelling experience.
Certain images in "Chronicle Archive—Japan" are generated using AI technology when no historical public material is available. AI technology has also been utilized for proofreading.
Use of AI for color enhancement, lighting, and character posing, combined with Adobe suite programs for the final touch.
Applied to the various banners for the Steam store.
Used to create additional concept art which inspired our artists
Used to help create an initial draft the narrative of the game.
Used to create various code snippets and check the quality of the games code base.
AI was used for text translation into multiple languages and for generating small placeholder images, such as icons and minor UI elements.
All core creative assets, gameplay systems, and design decisions were made by the developer, and AI-generated placeholders may be replaced in future updates.
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.
AI was used for grammar and spell checking, as well as for brainstorming certain problems. A select few generated images were used as a starting point and then further manipulated using image editing software. One example is a generated skull image that was used in the background of some menus. These were heavily altered to have a dithered, pixelated look.
No AI was used for any of the sprites found in the game (e.g., the monsters, menu icons, and so on). These were handmade by the awesome artists behind the Dungeon Crawl Stone Soup tileset.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
Background Music (Suno)
Voice Over Audio (XTTS)
All voice over audio was created with permission from the voice actor. Cosmic Construct has a constructed language (conlang) spoken by the game's characters.
This game includes an experiment about the perception of human-made and AI art in a multimedia context. To that purpose some of the graphic, music and text assets of the game are generated with the help of AI, while others are human-made. The player is asked at the end of the game to guess which parts were made by AI and which were not.
Voiceovers, some marketing content, and a few textures were partially generated in AI and then used with artist created art assets or real-photography.
Our game features an AI-driven narrative system utilized during the opening cutscene. This AI is used exclusively to generate a dynamic, cinematic introduction that adapts based on the player's initial choices or in-game context. It does not influence gameplay mechanics or decision-making beyond the cutscene, but it helps create a unique and immersive storytelling experience.
Certain images in "Chronicle Archive—Japan" are generated using AI technology when no historical public material is available. AI technology has also been utilized for proofreading.
Use of AI for color enhancement, lighting, and character posing, combined with Adobe suite programs for the final touch.
Applied to the various banners for the Steam store.
Used to create additional concept art which inspired our artists
Used to help create an initial draft the narrative of the game.
Used to create various code snippets and check the quality of the games code base.
AI was used for text translation into multiple languages and for generating small placeholder images, such as icons and minor UI elements.
All core creative assets, gameplay systems, and design decisions were made by the developer, and AI-generated placeholders may be replaced in future updates.
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.
AI was used for grammar and spell checking, as well as for brainstorming certain problems. A select few generated images were used as a starting point and then further manipulated using image editing software. One example is a generated skull image that was used in the background of some menus. These were heavily altered to have a dithered, pixelated look.
No AI was used for any of the sprites found in the game (e.g., the monsters, menu icons, and so on). These were handmade by the awesome artists behind the Dungeon Crawl Stone Soup tileset.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.