Public Steam disclosure research25,497 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise.
We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage.
We used AI to generate game icon, in-game start menu background and all promotional images (except for in-game screenshots) for the store page, including cover, banner, library cover, game icon, and character illustration in the description.
AI assisted tools were used solely for localization and translation of game text and will be replaced by human translations as soon as I am able to afford it. No gameplay systems, visual assets, audio, or runtime content are generated using AI
AI tools were used to create the game's logo and the store page's marketing assets (capsules). All other in-game assets have been replaced with manually created graphics. The AI-generated base marketing materials and logo were subsequently edited and modified manually before integration.
We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself.
Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated.
Some in-game artwork, including silver and gold tier chess pieces, game boards, and character upgrade images, were created using AI image generation tools.
I used a text-based generative AI (LLM) to assist with the English translation (localization) of all in-game text (dialogue, UI, system messages) and to help write the English descriptions for the Steam store page.
I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me.
Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI.
AI Society uses local generative AI (via Ollama) to power each character's behavior, dialogue, and decision-making. Based on the personality traits, hobbies, and description you set for each character, the AI determines their daily routines, job choices, relationships, and what they post on the in-game social media feed. All AI processing runs entirely on the player's machine — no data is sent to external servers.
Unfortunately I'm very bad at drawing, so I used Gen AI to create graphical resources for pilots, Mephisto heads, crew images, ships sprites and background images.
Some non-core gameplay code and development assistance were generated with the help of generative AI tools during development. All gameplay design, final implementation, and creative decisions were reviewed and integrated by the developer.
Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay.
All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise.
We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage.
We used AI to generate game icon, in-game start menu background and all promotional images (except for in-game screenshots) for the store page, including cover, banner, library cover, game icon, and character illustration in the description.
AI assisted tools were used solely for localization and translation of game text and will be replaced by human translations as soon as I am able to afford it. No gameplay systems, visual assets, audio, or runtime content are generated using AI
AI tools were used to create the game's logo and the store page's marketing assets (capsules). All other in-game assets have been replaced with manually created graphics. The AI-generated base marketing materials and logo were subsequently edited and modified manually before integration.
We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself.
Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated.
Some in-game artwork, including silver and gold tier chess pieces, game boards, and character upgrade images, were created using AI image generation tools.
I used a text-based generative AI (LLM) to assist with the English translation (localization) of all in-game text (dialogue, UI, system messages) and to help write the English descriptions for the Steam store page.
I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me.
Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI.
AI Society uses local generative AI (via Ollama) to power each character's behavior, dialogue, and decision-making. Based on the personality traits, hobbies, and description you set for each character, the AI determines their daily routines, job choices, relationships, and what they post on the in-game social media feed. All AI processing runs entirely on the player's machine — no data is sent to external servers.
Unfortunately I'm very bad at drawing, so I used Gen AI to create graphical resources for pilots, Mephisto heads, crew images, ships sprites and background images.
Some non-core gameplay code and development assistance were generated with the help of generative AI tools during development. All gameplay design, final implementation, and creative decisions were reviewed and integrated by the developer.
Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay.