Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
All images and BGM in the game were generated using AI technology. This includes character designs, backgrounds, and various visual elements throughout the game. By leveraging AI, our goal was to create unique and visually appealing graphics that enhance the overall gaming experience. Additionally, the music was also generated by AI, contributing to the immersive and original atmosphere of the game.
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 studio. Nothing was left unaltered or untouched by human hands.
We pay our artists, and we DO NOT use stolen Artwork.
Parts of this game and its Steam page were created or refined using artificial intelligence technologies. All AI-assisted elements were carefully edited and approved by the developers to ensure coherence, artistic integrity, and overall quality.
Some of the images were created using generative AI and then edited by hand.
The manual editing includes changes to parts of the characters' hair, eyes, and expressions, as well as elements of the background.
Some of the voice lines in Safe Zone were generated using AI voice tools during development due to limited resources. These are pre-recorded and have been manually reviewed for narrative and emotional consistency. In future updates, these AI-generated voices may be replaced with performances by real voice actors. No AI-generated content is created during gameplay.
All voice lines in Training Arc were generated using AI narration tools. There is no live generation or player-facing AI system.
All audio is pre-recorded, voiced by a warm, slightly gruff ossan voice with a strong local accent.
He’ll accompany you through your training. Quiet, steady. Always there.
Kōbako.
The game part utilized the texture materials and UI icons generated by Midjourney for 3D models, such as those in 3D paintings. Suno AI was used to generate some of the game music (about one-third). All AI materials in the game were sourced from legal paid channels. No protected artworks were used for training. The development team will promptly update the game to ensure that it conforms to the latest policy adjustments.
The Empty House uses AI-generated video effects in select nightmare sequences, primarily in the Shadows of the Empty House version. These AI-enhanced visuals help create surreal and unsettling distortions, reinforcing the psychological horror experience.
No AI is used for live-generated content or gameplay mechanics—everything is carefully crafted to deliver a unique and immersive narrative.
In the development of this game, generative AI tools were utilized to assist in the creation of a few textures, images, and translations. As a solo developer, this approach aimed to enhance the visual and linguistic quality of the game, ensuring a more immersive experience for players. All AI-generated content was carefully reviewed and refined to align with the game's artistic vision and maintain high-quality standards.
AI was used as a supportive tool in creating some textures, sprites, and translations. All materials have been ultimately reviewed and finalized by human creators.
Some UI elements are created with the help of AI. AI has also been used to help to create vast and rich dialogue trees for the conversations between the player and some NPC's
In this work, AI-generated images are primarily used for character design and as reference sketches for the following characters:
Deeba
Buddy
City Official
Joslinbell’s wheelchair
The procedure is as follows:
Based on detailed world-building settings, prompts are created and input into Dall-E 3 to generate images multiple times.
A single output image—or a combination of several output images—is then used as a reference sketch to create pixel art.
In addition, except for some parts, the map background images are also generated by creating prompts from the world-building settings and inputting them into Dall-E 3. The resulting images are then used as reference sketches to produce pixel art.
By following this method, while we leverage AI-generated images, the final designs are all completed as pixel art by human hands.
Regarding Intellectual Property
We respect intellectual property rights and are committed to providing an original, high-quality gaming experience.
If, by any chance, there is any content that may infringe on someone’s rights or cause confusion for players, please contact us through comments or messages. We promise to promptly review the situation and make any necessary corrections.
We use AI to create images of craft items to make the drinks that appear in our games.
Generative AI was utilized to create walking animation of characters.
I've used AI for two things: to improve some texts that rely heavily on narration, like those you find in the Challenge mode; and also to improve the French translation. Everything else has been designed by a standard human brain!
Some of the images have been made using Chat GPT AI image generation for efficiency of creating this app. None of the images are offensive and none of the images depict famous people. It is all safe and of good nature.
Some in-game images are generated using AI. We would like to replace this images with an artist when we can afford it, but for now it is there.
Some of the code was assisted VIA AI for teaching and troubleshooting.
The Everest Encounter leverages cutting-edge AI to create a uniquely immersive VR experience. Our game features Katherine, an AI-driven flight attendant powered by advanced language models and NVIDIA's AI technology. Players engage in natural conversations and dynamic interactions, with Katherine adapting her responses and behavior based on the player's choices and emotions. While the game's core content is pre-rendered for optimal performance, Katherine's dialogue and decision-making occur in real-time, ensuring each playthrough is unique. This innovative use of AI pushes the boundaries of narrative gaming, offering players an unparalleled level of engagement and realism in a virtual world.
Some 2d content, some texts and simple sounds was made with AI help, but then than was careful polishing.
Thanks all, that you can help to make all it real!
All images and BGM in the game were generated using AI technology. This includes character designs, backgrounds, and various visual elements throughout the game. By leveraging AI, our goal was to create unique and visually appealing graphics that enhance the overall gaming experience. Additionally, the music was also generated by AI, contributing to the immersive and original atmosphere of the game.
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 studio. Nothing was left unaltered or untouched by human hands.
We pay our artists, and we DO NOT use stolen Artwork.
Parts of this game and its Steam page were created or refined using artificial intelligence technologies. All AI-assisted elements were carefully edited and approved by the developers to ensure coherence, artistic integrity, and overall quality.
Some of the images were created using generative AI and then edited by hand.
The manual editing includes changes to parts of the characters' hair, eyes, and expressions, as well as elements of the background.
Some of the voice lines in Safe Zone were generated using AI voice tools during development due to limited resources. These are pre-recorded and have been manually reviewed for narrative and emotional consistency. In future updates, these AI-generated voices may be replaced with performances by real voice actors. No AI-generated content is created during gameplay.
All voice lines in Training Arc were generated using AI narration tools. There is no live generation or player-facing AI system.
All audio is pre-recorded, voiced by a warm, slightly gruff ossan voice with a strong local accent.
He’ll accompany you through your training. Quiet, steady. Always there.
Kōbako.
The game part utilized the texture materials and UI icons generated by Midjourney for 3D models, such as those in 3D paintings. Suno AI was used to generate some of the game music (about one-third). All AI materials in the game were sourced from legal paid channels. No protected artworks were used for training. The development team will promptly update the game to ensure that it conforms to the latest policy adjustments.
The Empty House uses AI-generated video effects in select nightmare sequences, primarily in the Shadows of the Empty House version. These AI-enhanced visuals help create surreal and unsettling distortions, reinforcing the psychological horror experience.
No AI is used for live-generated content or gameplay mechanics—everything is carefully crafted to deliver a unique and immersive narrative.
In the development of this game, generative AI tools were utilized to assist in the creation of a few textures, images, and translations. As a solo developer, this approach aimed to enhance the visual and linguistic quality of the game, ensuring a more immersive experience for players. All AI-generated content was carefully reviewed and refined to align with the game's artistic vision and maintain high-quality standards.
AI was used as a supportive tool in creating some textures, sprites, and translations. All materials have been ultimately reviewed and finalized by human creators.
Some UI elements are created with the help of AI. AI has also been used to help to create vast and rich dialogue trees for the conversations between the player and some NPC's
In this work, AI-generated images are primarily used for character design and as reference sketches for the following characters:
Deeba
Buddy
City Official
Joslinbell’s wheelchair
The procedure is as follows:
Based on detailed world-building settings, prompts are created and input into Dall-E 3 to generate images multiple times.
A single output image—or a combination of several output images—is then used as a reference sketch to create pixel art.
In addition, except for some parts, the map background images are also generated by creating prompts from the world-building settings and inputting them into Dall-E 3. The resulting images are then used as reference sketches to produce pixel art.
By following this method, while we leverage AI-generated images, the final designs are all completed as pixel art by human hands.
Regarding Intellectual Property
We respect intellectual property rights and are committed to providing an original, high-quality gaming experience.
If, by any chance, there is any content that may infringe on someone’s rights or cause confusion for players, please contact us through comments or messages. We promise to promptly review the situation and make any necessary corrections.
We use AI to create images of craft items to make the drinks that appear in our games.
Generative AI was utilized to create walking animation of characters.
I've used AI for two things: to improve some texts that rely heavily on narration, like those you find in the Challenge mode; and also to improve the French translation. Everything else has been designed by a standard human brain!
Some of the images have been made using Chat GPT AI image generation for efficiency of creating this app. None of the images are offensive and none of the images depict famous people. It is all safe and of good nature.
Some in-game images are generated using AI. We would like to replace this images with an artist when we can afford it, but for now it is there.
Some of the code was assisted VIA AI for teaching and troubleshooting.
The Everest Encounter leverages cutting-edge AI to create a uniquely immersive VR experience. Our game features Katherine, an AI-driven flight attendant powered by advanced language models and NVIDIA's AI technology. Players engage in natural conversations and dynamic interactions, with Katherine adapting her responses and behavior based on the player's choices and emotions. While the game's core content is pre-rendered for optimal performance, Katherine's dialogue and decision-making occur in real-time, ensuring each playthrough is unique. This innovative use of AI pushes the boundaries of narrative gaming, offering players an unparalleled level of engagement and realism in a virtual world.
Some 2d content, some texts and simple sounds was made with AI help, but then than was careful polishing.
Thanks all, that you can help to make all it real!