Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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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.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer.
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team.
AI tools were used to assist with writing and reviewing game code during development. No AI-generated art, audio, or narrative content ships in the final game.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Nightclub Security's cartoon style.
AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.
Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services.
During development we use AI-based tools to assist with content creation, including modelling, voice lines, music and translations. All of it is reviewed by the team to ensure the final product stays true to our own vision.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world.
Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game.
During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content during gameplay.
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release.
All the Localization, voiceovers/music, and many of the in-game textures were generated using AI.
The store page trailer and images are rendered inside the game itself, so indirectly they also contains those AI generated textures.
A note on why.
RaviWar 1 is the first part of a story that takes eight games to tell: RaviWar 1 & 2, and six shorter games set inside the same universe, under the name Tales of Takarek.
I am one person, with no studio and no funding behind me. Built the traditional way, a project that size would outlast me. These tools are the only way I can attempt it at all, and I would rather finish the whole story imperfectly than finish a fraction of it perfectly.
It is also why this game is free. I am not asking anyone to pay for AI generated work.
The design, the writing, the puzzles and the world are mine. As the project grows I intend to replace generated assets with commissioned ones.
Once again I am sorry.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer.
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team.
AI tools were used to assist with writing and reviewing game code during development. No AI-generated art, audio, or narrative content ships in the final game.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Nightclub Security's cartoon style.
AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.
Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services.
During development we use AI-based tools to assist with content creation, including modelling, voice lines, music and translations. All of it is reviewed by the team to ensure the final product stays true to our own vision.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world.
Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game.
During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content during gameplay.
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release.
All the Localization, voiceovers/music, and many of the in-game textures were generated using AI.
The store page trailer and images are rendered inside the game itself, so indirectly they also contains those AI generated textures.
A note on why.
RaviWar 1 is the first part of a story that takes eight games to tell: RaviWar 1 & 2, and six shorter games set inside the same universe, under the name Tales of Takarek.
I am one person, with no studio and no funding behind me. Built the traditional way, a project that size would outlast me. These tools are the only way I can attempt it at all, and I would rather finish the whole story imperfectly than finish a fraction of it perfectly.
It is also why this game is free. I am not asking anyone to pay for AI generated work.
The design, the writing, the puzzles and the world are mine. As the project grows I intend to replace generated assets with commissioned ones.
Once again I am sorry.