Public Steam disclosure research25,991 disclosures tracked
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Generative AI tools were used during development for selected marketing art concepts and production assistance. Final assets and text were reviewed and edited by the developer. Pulse Citadel does not use live-generated AI during gameplay; in-game research nodes, combat behavior, progression, achievements, and UI text are fixed content.
As a legally blind solo developer, AI-assisted tools helped with visual concepting and production support. All final store materials and game content were reviewed, selected, and edited by the developer.
Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime.
Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay.
We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools.
All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs.
Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI.
Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content.
Translations and text content are AI-generated. Some of the UI and game backgrounds are AI generated with manual post-processing. Some of the VFX for the animations are AI generated with post-processing.
Generative AI tools were used to create images, audio, and text materials used in the game and on the store page.
Generated materials are reviewed, selected, edited, and adjusted by the developer before use.
The game does not include any feature that live-generates AI content during gameplay.
AI have been used to generate/improve a few posters and paints visible in the environnement. These images were first drawn by internal game artist of the team.
Voices have been generated with AI.
Some visual assets, promotional materials, and portions of development assistance for Word Rift were created with the help of generative AI tools under the direction and supervision of the developer.
AI-assisted tools were used during development to support some early exploration and temporary development content. Any AI-assisted assets were either replaced or refined by humans in order to maintain the creative and artistic vision of the development team.
Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology.
AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game.
Generative AI was used in limited cases to assist with some in-game music and selected images shown on the Steam store page. All AI-assisted assets were reviewed and curated by the development team.
We use generative AI in a limited capacity for certain visual and written content.
Generative AI may be used for:
- Marketing materials, including promotional artwork, trailer graphics, and store page content.
- Loading screen images and decorative in-game poster artwork.
- Assistance with some written text, such as tutorials and informational content.
Generative AI is not used for:
- Live content generation during gameplay.
- Gameplay screenshots shown on the Steam store page.
- Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems.
- Player-generated content.
Some artwork in Capyverse Odyssey was created with assistance from generative AI tools and further refined, polished, and modified by the studio’s artists and development team. Final gameplay systems, design, programming, and core game content are developed by Metazooie Studios.
Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game.
Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
Generative AI tools were used during development for selected marketing art concepts and production assistance. Final assets and text were reviewed and edited by the developer. Pulse Citadel does not use live-generated AI during gameplay; in-game research nodes, combat behavior, progression, achievements, and UI text are fixed content.
As a legally blind solo developer, AI-assisted tools helped with visual concepting and production support. All final store materials and game content were reviewed, selected, and edited by the developer.
Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime.
Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay.
We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools.
All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs.
Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI.
Some visual assets, promotional images, and text elements were created with the assistance of generative AI tools. The gameplay itself does not use live AI-generated content.
Translations and text content are AI-generated. Some of the UI and game backgrounds are AI generated with manual post-processing. Some of the VFX for the animations are AI generated with post-processing.
Generative AI tools were used to create images, audio, and text materials used in the game and on the store page.
Generated materials are reviewed, selected, edited, and adjusted by the developer before use.
The game does not include any feature that live-generates AI content during gameplay.
AI have been used to generate/improve a few posters and paints visible in the environnement. These images were first drawn by internal game artist of the team.
Voices have been generated with AI.
Some visual assets, promotional materials, and portions of development assistance for Word Rift were created with the help of generative AI tools under the direction and supervision of the developer.
AI-assisted tools were used during development to support some early exploration and temporary development content. Any AI-assisted assets were either replaced or refined by humans in order to maintain the creative and artistic vision of the development team.
Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology.
AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game.
Generative AI was used in limited cases to assist with some in-game music and selected images shown on the Steam store page. All AI-assisted assets were reviewed and curated by the development team.
We use generative AI in a limited capacity for certain visual and written content.
Generative AI may be used for:
- Marketing materials, including promotional artwork, trailer graphics, and store page content.
- Loading screen images and decorative in-game poster artwork.
- Assistance with some written text, such as tutorials and informational content.
Generative AI is not used for:
- Live content generation during gameplay.
- Gameplay screenshots shown on the Steam store page.
- Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems.
- Player-generated content.
Some artwork in Capyverse Odyssey was created with assistance from generative AI tools and further refined, polished, and modified by the studio’s artists and development team. Final gameplay systems, design, programming, and core game content are developed by Metazooie Studios.
Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game.
Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.