Disclosure Analysis
AI was used to generate placeholder voice lines, sound effects, UI iconography, and Steam capsule art, all of which are pre-generated assets in the game.
used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art
Auto-classified from the public disclosure. Raw disclosure remains the source of truth.
AI Usage Disclosure
Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build.
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Disclosure History
Some AI-generated content has been incorporated into the game. AI handles tasks like generating boilerplate code and other types of code assistance, freeing up time to concentrate on perfecting gameplay and making the user experience top-notch. Right now, a minor amount of audio and visuals you see are AI-generated, but as I move through Early Access, I'll be swapping some of them out for custom-made content from freelancers. It's all part of my commitment to delivering the best possible game and product for you, the gamer. In addition to the game, this Steam page has been reviewed and enhanced with the assistance of AI.
Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build.