Public Steam disclosure research25,376 disclosures tracked
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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.
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.
The Steam capsule artwork relies on AI-generated character visuals, further refined through manual editing.
The "Suspicious Accident" puzzles use AI-generated artwork for scene elements, arranged and edited manually for the final compositions.
UPDATE: over 90% of the AI-generated content was removed!
Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make.
Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic.
For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time.
AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally.
It has been used for some secondary elements of the game to populate the universe, such as decorative objects.
AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store.
Generative Artificial Intelligence (AI) Disclosure for NecroNomNomNom: Eldritch Horror Dating
From the very outset, "NecroNomNomNom: Eldritch Horror Dating" was conceived as a cosmic horror experiment in itself. Instead of passively wondering how generative AI might impact creative professions, we decided to confront that existential dread head-on. Our core design philosophy was to push the boundaries of AI's capabilities, attempting to completely replace human creative input and, in essence, make ourselves obsolete in the game development process.
Our findings, however, have been profoundly ironic and surprisingly reassuring. While generative AI played a significant role in various aspects of the game's development (including concept generation, preliminary asset creation, dialogue outlines, and certain code snippets), we discovered that achieving a cohesive, engaging, and polished experience still required substantial human oversight and manual intervention. AI, in its current form, proved to be an invaluable tool for iteration and initial ideation, but it could not replicate the nuanced artistic direction, problem-solving, and quality assurance that only human creativity and discernment can provide.
Ultimately, this experiment demonstrated that the path to creative obsolescence is far from straightforward. In a twist we didn't anticipate, the very act of attempting to replace ourselves with AI actually created new roles and opportunities for human collaborators in areas where AI fell short. This project, born from a fear of replacement, has, against all odds, generated more work for creative professionals rather than eliminating it. The human touch remains indispensable in bringing a truly unique and compelling vision to life.
The background of the games Steam Shop main capsule image is AI generated.
The game uses AI-generated voices for all characters where no voice actors are available yet. You can disable AI voices in the audio settings.
Generative AI was used to create six placeholder images and one piece of music used in the game. These assets are temporary and are intended to be replaced with non-AL-created assets.
There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice.
Localisation Text for certain language options in the game were generated using the shear power of AI models to produce, no doubt, horrible/humourous/confusing results.
This is Temporary!, with updates coming in the future, If anyone wishes to provide translations/corrections, please do get in contact :)
AI Voice generation was used to generate voice of the in-game AI character (AI assistant ZERA is speaking to the player).
AI was used to help the human editor person to correct dialogues written by a human.
Regarding AI usage: The game employs AI in only two areas
1. Character voice lines (disabled by default)
The ultra-large script (800k words) makes authentic voice acting financially unaffordable for our small studio.
2. "Seek Answers" function in the game lobby’s Sosoth (NPC) interaction interface
For entertainment purposes, we used AI chat.
What we can guarantee: Beyond these, translation, scripts, design, art, animation, and other game components absolutely did not use AI.
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.
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.
The Steam capsule artwork relies on AI-generated character visuals, further refined through manual editing.
The "Suspicious Accident" puzzles use AI-generated artwork for scene elements, arranged and edited manually for the final compositions.
UPDATE: over 90% of the AI-generated content was removed!
Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make.
Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic.
For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time.
AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally.
It has been used for some secondary elements of the game to populate the universe, such as decorative objects.
AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store.
Generative Artificial Intelligence (AI) Disclosure for NecroNomNomNom: Eldritch Horror Dating
From the very outset, "NecroNomNomNom: Eldritch Horror Dating" was conceived as a cosmic horror experiment in itself. Instead of passively wondering how generative AI might impact creative professions, we decided to confront that existential dread head-on. Our core design philosophy was to push the boundaries of AI's capabilities, attempting to completely replace human creative input and, in essence, make ourselves obsolete in the game development process.
Our findings, however, have been profoundly ironic and surprisingly reassuring. While generative AI played a significant role in various aspects of the game's development (including concept generation, preliminary asset creation, dialogue outlines, and certain code snippets), we discovered that achieving a cohesive, engaging, and polished experience still required substantial human oversight and manual intervention. AI, in its current form, proved to be an invaluable tool for iteration and initial ideation, but it could not replicate the nuanced artistic direction, problem-solving, and quality assurance that only human creativity and discernment can provide.
Ultimately, this experiment demonstrated that the path to creative obsolescence is far from straightforward. In a twist we didn't anticipate, the very act of attempting to replace ourselves with AI actually created new roles and opportunities for human collaborators in areas where AI fell short. This project, born from a fear of replacement, has, against all odds, generated more work for creative professionals rather than eliminating it. The human touch remains indispensable in bringing a truly unique and compelling vision to life.
The background of the games Steam Shop main capsule image is AI generated.
The game uses AI-generated voices for all characters where no voice actors are available yet. You can disable AI voices in the audio settings.
Generative AI was used to create six placeholder images and one piece of music used in the game. These assets are temporary and are intended to be replaced with non-AL-created assets.
There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice.
Localisation Text for certain language options in the game were generated using the shear power of AI models to produce, no doubt, horrible/humourous/confusing results.
This is Temporary!, with updates coming in the future, If anyone wishes to provide translations/corrections, please do get in contact :)
AI Voice generation was used to generate voice of the in-game AI character (AI assistant ZERA is speaking to the player).
AI was used to help the human editor person to correct dialogues written by a human.
Regarding AI usage: The game employs AI in only two areas
1. Character voice lines (disabled by default)
The ultra-large script (800k words) makes authentic voice acting financially unaffordable for our small studio.
2. "Seek Answers" function in the game lobby’s Sosoth (NPC) interaction interface
For entertainment purposes, we used AI chat.
What we can guarantee: Beyond these, translation, scripts, design, art, animation, and other game components absolutely did not use AI.