June 25, 2026
Very Positive (73)
Indexed May 23, 2026
View on Steam

Disclosure Analysis

AI tools assist in development and release tooling but do not generate any in-game content.

Where AI appears
AI-made content in the game
Development workflow
Code help Debugging Dev workflow
Content mentioned
Code Writing
Method disclosed
Assisted work
Evidence

I use AI in the engineering and release pipeline only, never to author the game itself

Auto-classified from the public disclosure. Raw disclosure remains the source of truth.

AI Usage Disclosure

Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it. Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it. Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself: - Coding assistance while writing the game's GDScript. - An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions. - Assistance in building linters (Valve YAML sheets) that check the project's text. - Drafting and summarizing the release notes (patch notes) from the project's changelog. None of this creates any of the writing, art, audio, or design inside the game. Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.

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Disclosure History

AI language tools were used during development as an editorial aid — helping revise and refine event text and narrative content. All final writing was created and edited by the writing team, and approved by the developer. No AI-generated artwork, writing, audio, or music is included in this game.

Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it. Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it. Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself: - Coding assistance while writing the game's GDScript. - An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions. - Assistance in building linters (Valve YAML sheets) that check the project's text. - Drafting and summarizing the release notes (patch notes) from the project's changelog. None of this creates any of the writing, art, audio, or design inside the game. Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.