AI generated content disclosure
A lot of AI helped make this game. Here is exactly where.
How to Survive was made with heavy use of AI tools. Its code was written with an AI coding assistant. Its character voices, many of its sound effects, its boss themes and its saloon songs were generated with AI. The art, animation and music it borrows from other games were made by those games' studios, and the game uses them without AI changes. No AI-generated content is produced while you play.
Where AI was used
- CodeClaude Code (Anthropic)
- Most of the game's code was written with an AI coding assistant. That covers gameplay systems, co-op networking, the tools that read the required games, tests and these web pages. The developer decided what to build, directed and reviewed the work, played it and sent it back when it was wrong.
- Character voicesElevenLabs
- The spoken lines of the townsfolk and quest characters use voices designed and generated with ElevenLabs. The developer wrote and edited the lines. No real person's voice was cloned.
- Sound effectsElevenLabs
- Many of the game's own sound effects, the ones that didn't come from a required game, were generated with ElevenLabs and then picked, trimmed, layered and levelled by hand.
- Boss themes and saloon songsElevenLabs Music
- The composer-style boss themes, which nod to Bach, Brahms, Tchaikovsky and Sibelius, were generated with ElevenLabs Music. They are AI pieces in the style of public-domain works, not recordings of them. The saloon band's songs, including "The Last Boat" from the trailers, were generated the same way, with original lyrics and an AI singer.
Where it wasn't
- Borrowed game content
- Every model, animation, texture, effect, sound and piece of music that comes from How to Fish, Roboquest, Far Far West, PEAK, R.E.P.O. and Skyrim was made by the people at those studios. How to Survive reads it from your installs and does not change or regenerate it with AI.
- Chopin
- The pianists in the chapels and saloons play music Chopin composed. It is not AI-generated.
- Design, story and direction
- The game's idea, its world, its lore, its quests and what goes into it are the developer's, as are every playtest and every call on what stays.
- Licensed asset packs
- Purchased environment and prop packs (such as the Synty POLYGON packs) were made by their artists.
Why we're telling you
You should know what you're playing. How to Survive is a mega mod, and it only exists because of the games it's built on. So we want to be clear about which parts are other people's work, which parts were made with AI, and which parts are ours.
We don't use AI to imitate the required games' art or to fill in content those studios made. Their work stays theirs, untouched, and stays on your PC. If you'd rather not play something built this way, that's fair, and we'd rather you knew up front.
The game is a show run by AI gods. We get the irony.
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