Public Steam disclosure research25,383 disclosures tracked
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I have used AI to machine translate the in-game texts to languages other than danish and english.
I would very much like your help in refining these translations, if you come across something that is really off. Thank you in advance.
Generative AI tools were used in the development of Flower Dungeon.
Tools used: NovelAI, SUNO
Scope of use: Backgrounds, enemy and hero illustrations, and background music
AI tooling is used during development to assist with programming, documentation, concept art, placeholder asset creation, and some marketing material. AI is a tool to that allows me more time to focus on important parts of the game - not a sloppy replacement for real people doing real people things.
Our promotional materials may include some content that has been expanded upon by AI based on the original, while ensuring no infringement of any copyrights.
As a solo developer, I wore a lot of hats while making this game, from coding to design and everything in between. To help speed things up and focus more on gameplay and polish, I used some generative AI tools during development:
Visuals: A few in-game and store assets, such as textures, images, and concept references, were created with the help of AI tools, then edited and refined to match the look and feel I was going for.
Code Assistance: I also occasionally used AI to help with coding, mostly for brainstorming solutions, catching bugs faster, or speeding up repetitive tasks.
At the end of the day, every part of this game went through my hands. AI was just one of many tools in the toolbox. All creative direction, design choices, and final implementations were made by me.
Generative AI was used in a limited capacity for minor visual polish. Music is a custom mix created by the developer using royalty-free and AI-assisted elements, reviewed and finalized by the developer.
AI tools were used during development as a creative support tool.
They were primarily used for early graphical sketches and for code-related assistance such as debugging, helping me efficiently combine drawing, coding, composing, and story writing as a solo developer.
No AI-generated content is used directly in the final game.
All assets, code, music, and narrative content were created, refined, and implemented manually.
The use of AI was purely supportive and inspirational, serving as a catalyst for creativity rather than a source of finished content.
Transparency in the development process is important to me, which is why I am openly disclosing this here.
Some promotional visuals and design elements have been created with the help of AI tools.
The gameplay and code have been created by the developer under the guidance of AI.
AI was used only for guidance and troubleshooting during development, and no real-time AI content generation is present in the game.
Some visual assets such as enemy designs and background art were created using AI-generated content, and all sound effects were sourced from royalty-free libraries such as Freesound.org. Localization was assisted using machine translation tools, with manual review and adjustments. No AI was used in the game's code or core gameplay design.
This game was made by a solo developer. Some art and music were aided by AI-tools, but all gameplay systems, design and code were authored, reviewed and maintained by the developer. Thanks for your support
This game uses generative artificial intelligence (image generation AI) as a supplementary tool in the creation of some in-game image assets.
All generated images are reviewed and adjusted by the developer before being used in the final game.
This game uses generative AI to create some visual and promotional content.
All content has been reviewed, curated, and refined by human artists and writers to ensure quality, consistency, and originality. No live-generated AI content is used during gameplay.
An AI tool (DALL·E or similar) was used to generate the "Unity to Survive" title image used in the game's UI. No AI-generated content appears in the gameplay or story content.
I have used AI to machine translate the in-game texts to languages other than danish and english.
I would very much like your help in refining these translations, if you come across something that is really off. Thank you in advance.
Generative AI tools were used in the development of Flower Dungeon.
Tools used: NovelAI, SUNO
Scope of use: Backgrounds, enemy and hero illustrations, and background music
AI tooling is used during development to assist with programming, documentation, concept art, placeholder asset creation, and some marketing material. AI is a tool to that allows me more time to focus on important parts of the game - not a sloppy replacement for real people doing real people things.
Our promotional materials may include some content that has been expanded upon by AI based on the original, while ensuring no infringement of any copyrights.
As a solo developer, I wore a lot of hats while making this game, from coding to design and everything in between. To help speed things up and focus more on gameplay and polish, I used some generative AI tools during development:
Visuals: A few in-game and store assets, such as textures, images, and concept references, were created with the help of AI tools, then edited and refined to match the look and feel I was going for.
Code Assistance: I also occasionally used AI to help with coding, mostly for brainstorming solutions, catching bugs faster, or speeding up repetitive tasks.
At the end of the day, every part of this game went through my hands. AI was just one of many tools in the toolbox. All creative direction, design choices, and final implementations were made by me.
Generative AI was used in a limited capacity for minor visual polish. Music is a custom mix created by the developer using royalty-free and AI-assisted elements, reviewed and finalized by the developer.
AI tools were used during development as a creative support tool.
They were primarily used for early graphical sketches and for code-related assistance such as debugging, helping me efficiently combine drawing, coding, composing, and story writing as a solo developer.
No AI-generated content is used directly in the final game.
All assets, code, music, and narrative content were created, refined, and implemented manually.
The use of AI was purely supportive and inspirational, serving as a catalyst for creativity rather than a source of finished content.
Transparency in the development process is important to me, which is why I am openly disclosing this here.
Some promotional visuals and design elements have been created with the help of AI tools.
The gameplay and code have been created by the developer under the guidance of AI.
AI was used only for guidance and troubleshooting during development, and no real-time AI content generation is present in the game.
Some visual assets such as enemy designs and background art were created using AI-generated content, and all sound effects were sourced from royalty-free libraries such as Freesound.org. Localization was assisted using machine translation tools, with manual review and adjustments. No AI was used in the game's code or core gameplay design.
This game was made by a solo developer. Some art and music were aided by AI-tools, but all gameplay systems, design and code were authored, reviewed and maintained by the developer. Thanks for your support
This game uses generative artificial intelligence (image generation AI) as a supplementary tool in the creation of some in-game image assets.
All generated images are reviewed and adjusted by the developer before being used in the final game.
This game uses generative AI to create some visual and promotional content.
All content has been reviewed, curated, and refined by human artists and writers to ensure quality, consistency, and originality. No live-generated AI content is used during gameplay.
An AI tool (DALL·E or similar) was used to generate the "Unity to Survive" title image used in the game's UI. No AI-generated content appears in the gameplay or story content.