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.
Some music and graphical elements (ie. music that plays during scenes, pictures that display during scenes, etc.) were edited and/or created using AI. These technologies are used sparsely throughout the game, and the entirety of Cryspace's story, characters, UI elements, etc. were not created using any AI technologies.
DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game.
The images in the game are collages and/or modified parts of images created by AI.
Each image was processed and animated manually by a human.
Parts of the images have been redrawn by humans.
FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected.
The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power.
AI tools were used during development to assist with programming and language tasks. The game's design, gameplay, story, and creative direction were created and directed by the developer.
The AI integrated into Mental creates a dynamic experience by automatically generating text, textures, sound, lighting, and gameplay mechanics. Each session offers unique stories, customized visual environments, and challenges adapted in real-time to your actions, ensuring a consistently fresh and immersive adventure.
In this game, we incorporate artificial intelligence technology to transform port art assets into dynamic video materials, achieving cinematic dynamic effects. All AI-generated content has undergone secondary processing and in-depth optimization by our design team, seamlessly integrating into the game's overall art style. This provides players with a richer and more immersive gaming experience.
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.
To create a unique art style, I employed various technical methods during development, including the use of AI-generated tools to assist in producing some of the materials.
These tools significantly streamlined my workflow as a solo developer, allowing me to focus more on core gameplay and detailed refinement. This approach ultimately delivers a richer and more immersive post-apocalyptic world for players. All content has been carefully curated, refined, and integrated to ensure it aligns with the game’s overall quality and artistic vision, while also complying with applicable copyright regulations.
- Part of our English voice cast is created by using AI to modify the live actors' voices.
- Several of our in-game Radio stations feature music generated with AI .
Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made.
In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology.
All character voice acting is AI-generated, but just a few characters have voice acting. It is not an important feature of this game, since it focuses on combat. Voice acting can be disabled in the game options. Ideally, all AI voice acting should be replaced by human voice acting in the final version of the game, but this is yet to be decided.
Edwaldo creates a fake restaurant review early in the game. Said review was made by ChatGPT
In addition, Grendel's motivational speech before the bank robbery (because she's lazy)
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
AI-generated materials are not used directly.
of some of the character illustrations are used
Posing, facial expressions, and composition of some character illustrations are used as references.
I draw by hand while looking at the AI-generated materials.
Some AI tools were used to help bring human-led ideas to life. It helped us see what some ideas could look like, and helped us refine other ideas mid process. All of the assets within the Demo were initiated by artists within the team. These refined compositions are always fed back into artists and AI for further iteration, each step demanding an artistic eye to guide the output.
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.
There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice.
AI art is used as placeholder for cards who's artwork is not yet finished. We are regularly replacing artwork with hand made artwork. The final product won't have any ai or placeholder artwork.
Some music and graphical elements (ie. music that plays during scenes, pictures that display during scenes, etc.) were edited and/or created using AI. These technologies are used sparsely throughout the game, and the entirety of Cryspace's story, characters, UI elements, etc. were not created using any AI technologies.
DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game.
The images in the game are collages and/or modified parts of images created by AI.
Each image was processed and animated manually by a human.
Parts of the images have been redrawn by humans.
FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected.
The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power.
AI tools were used during development to assist with programming and language tasks. The game's design, gameplay, story, and creative direction were created and directed by the developer.
The AI integrated into Mental creates a dynamic experience by automatically generating text, textures, sound, lighting, and gameplay mechanics. Each session offers unique stories, customized visual environments, and challenges adapted in real-time to your actions, ensuring a consistently fresh and immersive adventure.
In this game, we incorporate artificial intelligence technology to transform port art assets into dynamic video materials, achieving cinematic dynamic effects. All AI-generated content has undergone secondary processing and in-depth optimization by our design team, seamlessly integrating into the game's overall art style. This provides players with a richer and more immersive gaming experience.
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.
To create a unique art style, I employed various technical methods during development, including the use of AI-generated tools to assist in producing some of the materials.
These tools significantly streamlined my workflow as a solo developer, allowing me to focus more on core gameplay and detailed refinement. This approach ultimately delivers a richer and more immersive post-apocalyptic world for players. All content has been carefully curated, refined, and integrated to ensure it aligns with the game’s overall quality and artistic vision, while also complying with applicable copyright regulations.
- Part of our English voice cast is created by using AI to modify the live actors' voices.
- Several of our in-game Radio stations feature music generated with AI .
Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made.
In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology.
All character voice acting is AI-generated, but just a few characters have voice acting. It is not an important feature of this game, since it focuses on combat. Voice acting can be disabled in the game options. Ideally, all AI voice acting should be replaced by human voice acting in the final version of the game, but this is yet to be decided.
Edwaldo creates a fake restaurant review early in the game. Said review was made by ChatGPT
In addition, Grendel's motivational speech before the bank robbery (because she's lazy)
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
AI-generated materials are not used directly.
of some of the character illustrations are used
Posing, facial expressions, and composition of some character illustrations are used as references.
I draw by hand while looking at the AI-generated materials.
Some AI tools were used to help bring human-led ideas to life. It helped us see what some ideas could look like, and helped us refine other ideas mid process. All of the assets within the Demo were initiated by artists within the team. These refined compositions are always fed back into artists and AI for further iteration, each step demanding an artistic eye to guide the output.
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.
There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice.
AI art is used as placeholder for cards who's artwork is not yet finished. We are regularly replacing artwork with hand made artwork. The final product won't have any ai or placeholder artwork.