Capsule image Ingame Texts Ingame Images
- Creator
- The Ministry of Propaganda
- Reviews
- 19
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
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.
Code help, debugging and other development work.
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Capsule image Ingame Texts Ingame Images
**Disclosure on Use of Generative AI in Development** *Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development. This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers: * **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality. * **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape. Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay.
Collapsed State is a project created by the RevoltGPT to showcase the power of our proprietary game development platform! This project was created almost entirely using our proprietary AI game engine editor, which you can use yourself at https://revoltgpt.dev! Thank you so much to our community for coming together to turn this project into a reality, we truly appreciate each and every one of you!
This game used generative AI for the following elements : -The backgrounds in the game (generated by Lornn, Two Orcs and lehxra, available online) -The representation of Hotel Perkkow (Used in the store and library images)
Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows: 2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration. 3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project. Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility. Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters. All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality.
We use AI to generate dialogs in game, all characters have their own personality thanks to AI.
The game includes some temporary AI-generated content (such as images, sounds, or graphical elements) used solely to speed up the development process. All of these assets are provisional and will be progressively replaced with original materials as the project advances.
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.
Some voice-over lines are AI generated.
Steam background and capsule image were generated by AI
The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry.
Some sprites have been generated using artificial intelligence; however, all of them have undergone a "human" finishing process, including retouching, animation generation, transparency adjustments, etc.
AI was used to generate art for illustrating ingame events, encyclopedia pages, difficulty selection windows, host improvement illustrations and main menu backgrounds.
The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software. That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us.
AI was used in the ChemScan manual to generate the photo of the machine. NO AI used for the voices.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
AI was used only to help generate some of the props for the game's cover, as well as to create text-to-voice lines for a couple of the robotic characters in the game.
AI is used to visualise some characters, locations, text, etc. for promotional materials and to enhance or support illustrations or textures. It is used sparingly to support and enhance rather than replace human effort.
Use of AI for backgrounds images in the menu presentation. Some decorative assets in the game like posters and paintings.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rebel! In-game content textart | Capsule image
Ingame Texts
Ingame Images | The Ministry of Propaganda | 19 | Mar 18, 2026 | |
Lost Traces: Genesis In-game content artaudio | **Disclosure on Use of Generative AI in Development**
*Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development.
This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers:
* **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality.
* **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape.
Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay. | Stavros Theologou | - | Mar 18, 2026 | |
Anomalous Assault Unclear | Collapsed State is a project created by the RevoltGPT to showcase the power of our proprietary game development platform!
This project was created almost entirely using our proprietary AI game engine editor, which you can use yourself at https://revoltgpt.dev!
Thank you so much to our community for coming together to turn this project into a reality, we truly appreciate each and every one of you! | RevoltGPT.dev | - | Mar 18, 2026 | |
Hotel Perkkow and the Two Vegetarian Werewolves In-game content art | This game used generative AI for the following elements :
-The backgrounds in the game (generated by Lornn, Two Orcs and lehxra, available online)
-The representation of Hotel Perkkow (Used in the store and library images) | John Flex | - | Mar 18, 2026 | |
Academy: Become a Hero In-game content arttextaudio | Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows:
2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration.
3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project.
Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility.
Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters.
All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality. | More Dev Games | - | Mar 18, 2026 | |
Danse Macabre AI Text RPG Live AI text | We use AI to generate dialogs in game, all characters have their own personality thanks to AI. | Prima RPG | - | Mar 18, 2026 | |
Sole Salvation In-game content artaudio | The game includes some temporary AI-generated content (such as images, sounds, or graphical elements) used solely to speed up the development process. All of these assets are provisional and will be progressively replaced with original materials as the project advances. | Meteora | - | Mar 18, 2026 | |
DRINK HUMAN BEANS In-game content artaudiotext | 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. | Last Dissent | 11 | Mar 18, 2026 | |
Stealth Kill VR Missions In-game content audio | Some voice-over lines are AI generated. | Sky Yurt | - | Mar 18, 2026 | |
Conspiracy TD Store/marketing art | Steam background and capsule image were generated by AI | Arc51 | - | Mar 18, 2026 | |
Vice Undercover In-game content art | The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry. | Ancient Machine | - | Mar 18, 2026 | |
The Little Clandestine In-game content art | Some sprites have been generated using artificial intelligence; however, all of them have undergone a "human" finishing process, including retouching, animation generation, transparency adjustments, etc. | UglyCat Studios | - | Mar 18, 2026 | |
Parasite In-game content art | AI was used to generate art for illustrating ingame events, encyclopedia pages, difficulty selection windows, host improvement illustrations and main menu backgrounds. | StarInfidel | 43 | Mar 18, 2026 | |
Wild Radio Flux In-game content art | The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software.
That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us. | K Storm Studio Ltd | - | Mar 18, 2026 | |
The Operator Store/marketing art | AI was used in the ChemScan manual to generate the photo of the machine.
NO AI used for the voices. | Bureau 81 | 3.3k | Mar 18, 2026 | |
Star Shift Origins In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 69 | Mar 18, 2026 | |
SYNCHRONIZERS: UNDEAD MARINES In-game content artaudiotext | AI was used only to help generate some of the props for the game's cover, as well as to create text-to-voice lines for a couple of the robotic characters in the game. | Ale Navarro | - | Mar 18, 2026 | |
Wizard's Wrath In-game content arttext | AI is used to visualise some characters, locations, text, etc. for promotional materials and to enhance or support illustrations or textures. It is used sparingly to support and enhance rather than replace human effort. | DragonfiAR | - | Mar 18, 2026 | |
Terrordrome - Reign of the Legends In-game content art | Use of AI for backgrounds images in the menu presentation. Some decorative assets in the game like posters and paintings. | Huracan Studio | 155 | Mar 18, 2026 |