Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
Some visual assets in the game may involve the use of AI-assisted tools during the early stages of their creation. However, all such assets undergo extensive manual editing, refinement, and artistic rework by our team.
As a result, no artwork in the final game is presented in a purely AI-generated form. All visuals are carefully curated and significantly enhanced to meet our artistic standards.
We used AI tools during development to assist with localization. We also used AI-based tools in the production of some cutscene videos. All outputs included in the game were reviewed and edited by our development team.
Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay.
Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers.
As a small indie team, we may use procedural and/or AI-based tools to assist with the development process. In all such cases, the final product reflects the creativity and expression of our own development team.
Several post-release languages (specifically Bulgarian, Hungarian, Ukrainian, Slovak, and Latin) were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes.
All other languages were translated by a team of human translators.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
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.
Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI.
I used generative AI tools to assist in the creation of some environmental textures and background concept art. These assets were then manually edited and refined by our team to fit the game's final art style
Generative AI tools were used during development to create some supporting materials, including store page and promotional text, as well as certain marketing/community images.
In addition, the in-game music was generated using Suno.
Generative AI is not used in real time during gameplay; all content was reviewed and, where necessary, edited by the developer.
Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic.
The game is being developed by a small team. To speed up development, we used artificial intelligence for character design. We'll also be using AI for voiceovers and other features in the game.
Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego.
La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real.
This game does not contain any AI-generated visual or audio assets.
AI tools were used solely as development assistance for:
• Translation assistance
• Text proofreading and wording suggestions
• Code review, debugging, and programming assistance
• Brainstorming and general development support
All game content, assets, and code were created, reviewed, and curated by the developer. Any AI-assisted output was subject to human review and modification before inclusion in the game.
This game makes limited use of generative artificial intelligence during development.
Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer.
AI‑generated content is used in the following parts of this game: AI music composition based on original lyrics: TopMediAI • Image generation: Google Banana / Fooocus, Development support and coding assistance: Antigravity / ClaudeCord, Video generation: Grok / ComfyUI
AI Content Disclosure
This game uses a combination of traditional game development tools, image editing software, and AI-assisted tools in the creation of certain sprites, models, textures, and visual assets. All content has been reviewed and integrated by the developer.
Generative AI was used to create the promotional artwork (capsules and banners) for the store page. In-game, the soldiers' voices were generated using AI text-to-speech technologies.
There are images produced that have been rendered using the help of Ai, there are also musical components that have been engineered with the use of Ai.
This game uses generative artificial intelligence to produce some voice over audio. All AI generated voice content is pre-generated by the developer and shipped as fixed audio files. No AI content is generated dynamically during gameplay.
Artwork and narrative elements in Lyra Signal were created with the assistance of generative AI tools. All content has been carefully reviewed by the development team to maintain the story, atmosphere, and quality of the game experience.
Thunderhawk: Danger Close uses a minimal amount of AI generated assets, including a handful of textures, marketing art, and dialog. Roughly 95% of the game's total content is human-authored, including all models, sound effects, music, and code. A detailed AI-generated content disclosure can be found on our website.
Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools.
As a solo developer, I have used AI to generate text descriptions and some images related to the game. 99% of the game has been hand crafted by Jacob Colvin or sourced and licensed from the FAB Marketplace.
Some visual assets in the game may involve the use of AI-assisted tools during the early stages of their creation. However, all such assets undergo extensive manual editing, refinement, and artistic rework by our team.
As a result, no artwork in the final game is presented in a purely AI-generated form. All visuals are carefully curated and significantly enhanced to meet our artistic standards.
We used AI tools during development to assist with localization. We also used AI-based tools in the production of some cutscene videos. All outputs included in the game were reviewed and edited by our development team.
Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay.
Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers.
As a small indie team, we may use procedural and/or AI-based tools to assist with the development process. In all such cases, the final product reflects the creativity and expression of our own development team.
Several post-release languages (specifically Bulgarian, Hungarian, Ukrainian, Slovak, and Latin) were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes.
All other languages were translated by a team of human translators.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
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.
Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI.
I used generative AI tools to assist in the creation of some environmental textures and background concept art. These assets were then manually edited and refined by our team to fit the game's final art style
Generative AI tools were used during development to create some supporting materials, including store page and promotional text, as well as certain marketing/community images.
In addition, the in-game music was generated using Suno.
Generative AI is not used in real time during gameplay; all content was reviewed and, where necessary, edited by the developer.
Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic.
The game is being developed by a small team. To speed up development, we used artificial intelligence for character design. We'll also be using AI for voiceovers and other features in the game.
Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego.
La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real.
This game does not contain any AI-generated visual or audio assets.
AI tools were used solely as development assistance for:
• Translation assistance
• Text proofreading and wording suggestions
• Code review, debugging, and programming assistance
• Brainstorming and general development support
All game content, assets, and code were created, reviewed, and curated by the developer. Any AI-assisted output was subject to human review and modification before inclusion in the game.
This game makes limited use of generative artificial intelligence during development.
Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer.
AI‑generated content is used in the following parts of this game: AI music composition based on original lyrics: TopMediAI • Image generation: Google Banana / Fooocus, Development support and coding assistance: Antigravity / ClaudeCord, Video generation: Grok / ComfyUI
AI Content Disclosure
This game uses a combination of traditional game development tools, image editing software, and AI-assisted tools in the creation of certain sprites, models, textures, and visual assets. All content has been reviewed and integrated by the developer.
Generative AI was used to create the promotional artwork (capsules and banners) for the store page. In-game, the soldiers' voices were generated using AI text-to-speech technologies.
There are images produced that have been rendered using the help of Ai, there are also musical components that have been engineered with the use of Ai.
This game uses generative artificial intelligence to produce some voice over audio. All AI generated voice content is pre-generated by the developer and shipped as fixed audio files. No AI content is generated dynamically during gameplay.
Artwork and narrative elements in Lyra Signal were created with the assistance of generative AI tools. All content has been carefully reviewed by the development team to maintain the story, atmosphere, and quality of the game experience.
Thunderhawk: Danger Close uses a minimal amount of AI generated assets, including a handful of textures, marketing art, and dialog. Roughly 95% of the game's total content is human-authored, including all models, sound effects, music, and code. A detailed AI-generated content disclosure can be found on our website.
Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools.
As a solo developer, I have used AI to generate text descriptions and some images related to the game. 99% of the game has been hand crafted by Jacob Colvin or sourced and licensed from the FAB Marketplace.