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.
We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals.
All of the art used in Zero Division is commissioned from (human) artists. However, one of the artists uses generative AI tools in the production of the commissioned work.
AI is used for cinematic cutscenes and certain 2D assets, but the majority of the work is done manually. The characters are actually hand-painted.
Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions.
Human creation and the use of AI :
➧ 100% of the game's sounds were purchased and designed by humans.
➧ 100% of the animations VFX were purchased and designed by humans.
➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more !
Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style.
All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction.
➧ 100% of the game's music was made by humans
15 Soundtracks by Alexander Nakarada
1 Soundtrack by Wolfgang Muermann
26 Soundtracks by Alkakrab
The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted)
Some minor polish such as wording refinement and UI icons were assisted using AI tools.
All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house.
Some background and terrain texture images in the game were generated using AI and may have been manually edited.
The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods."
The game includes AI-generated images used as visual assets. Specifically, AI-generated content is utilized for stage backgrounds, cutscene backgrounds, character illustrations, and certain in-game icons.
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.
This game heavily uses AI to live-generate in-game content such as text, images, and sound effects. It also uses AI to make a variety of game mechanics decisions in real time.
Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer.
No AI-generated art, audio, or in-game live generation is used.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI.
Pre-generated voice cloning/Text-To-Speech where it makes sense creatively.
Placeholders will be replaced by real voice acting as development continues.
Erannorth Chronicles is a solo development effort that uses thousands of licensed stock artworks, sound effects, and music from various artists. Some of these graphical assets, such as card art, UI elements, and event covers, could have been created using generative AI technologies or AI-based tools by their creators. Don't buy this game if you are not comfortable with this possibility.
The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated.
We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation.
We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals.
All of the art used in Zero Division is commissioned from (human) artists. However, one of the artists uses generative AI tools in the production of the commissioned work.
AI is used for cinematic cutscenes and certain 2D assets, but the majority of the work is done manually. The characters are actually hand-painted.
Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions.
Human creation and the use of AI :
➧ 100% of the game's sounds were purchased and designed by humans.
➧ 100% of the animations VFX were purchased and designed by humans.
➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more !
Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style.
All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction.
➧ 100% of the game's music was made by humans
15 Soundtracks by Alexander Nakarada
1 Soundtrack by Wolfgang Muermann
26 Soundtracks by Alkakrab
The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted)
Some minor polish such as wording refinement and UI icons were assisted using AI tools.
All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house.
Some background and terrain texture images in the game were generated using AI and may have been manually edited.
The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods."
The game includes AI-generated images used as visual assets. Specifically, AI-generated content is utilized for stage backgrounds, cutscene backgrounds, character illustrations, and certain in-game icons.
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.
This game heavily uses AI to live-generate in-game content such as text, images, and sound effects. It also uses AI to make a variety of game mechanics decisions in real time.
Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer.
No AI-generated art, audio, or in-game live generation is used.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI.
Pre-generated voice cloning/Text-To-Speech where it makes sense creatively.
Placeholders will be replaced by real voice acting as development continues.
Erannorth Chronicles is a solo development effort that uses thousands of licensed stock artworks, sound effects, and music from various artists. Some of these graphical assets, such as card art, UI elements, and event covers, could have been created using generative AI technologies or AI-based tools by their creators. Don't buy this game if you are not comfortable with this possibility.
The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated.
We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation.