Public Steam disclosure research25,508 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
Generative AI was used during development to create some pre-rendered artwork and music, as well as store and promotional artwork. These are pre-created assets. The game does not generate AI content or connect to external AI services during gameplay.
The character portraits, the menu backdrop and the store art were generated with AI image tools in one fixed illustration style, then chosen and checked by the developer. Nothing is generated while you play.
Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game.
Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service.
This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release.
Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer.
Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play.
Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game.
Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time.
Generative AI tools were used during development to create or edit some background details, table illustrations, and promotional images and video. These assets were reviewed and integrated into the game and its promotional materials. The game does not generate images, text, or audio at runtime. Poker opponents use local decision-making code.
Generative AI tools were used during development to assist with the creation and refinement of some game content and assets. All AI-assisted content was reviewed and integrated by the development team before being included in the game.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
Generative AI tools were used during development to assist with pre-generated assets:
- Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine.
- Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance.
All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer.
(게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.)
Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team.
Generative AI was used to create artwork, videos, music, sound effects, and translations during development. No AI content is generated during gameplay. The game does not connect to external AI services during gameplay.
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
This game includes AI-generated content created during development.
Character portraits, illustrations and store artwork were generated with an image model and curated by the developer. Background music was generated with Google Lyria and contains SynthID watermarking.
Translations were produced with AI assistance. No AI content is generated while you play.
Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer.
Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time.
Some of the store artwork, the game icon and some sound effects were created with generative AI tools and then edited by hand before release. The simulation, the program code, the 3D models and the text in the game were made without generative AI. Nothing is generated by AI while you play.
Drugrunners uses generative AI tools to help create some in-game visual assets, including icons, item art, and background artwork. This content is generated in advance during development. The game does not use AI to generate content live or in response to player input during gameplay.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand.
Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay.
Generative AI was used for part of this game's content production (background art, music, and text), as well as for part of this store page's text (description and translation).
Some visual assets and store-related materials for this game were created with generative AI assistance, then reviewed and edited by humans before inclusion. In-game opponents use traditional search and position evaluation; moves are not generated by generative AI at runtime.
We used generative AI during development. The title logo image was created with a
generative AI image tool. Sound effects in the game and in the trailer are synthesised
by a script that was written with AI coding assistance. The nine non-Japanese interface
translations and the store text were produced by AI. AI coding assistance was used
throughout development. The game does not generate any content with AI while it runs.
Generative AI was used during development to help create some character illustrations, artwork and animations, music and sound effects, drafts of in-game text, localization, and store-page materials. This content is prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay.
AI was used throughout development for assistance with artwork, audio, code, and prototyping, as a tool, not a magic wand. Everything is directed, edited, assembled, and ultimately blamed on one questionably qualified human developer.
No AI runs during gameplay. It already costs me enough when the game isn't running.
The token bill remains undefeated.
Grimmarch's art, music, voice and sound effects are created or edited with generative AI tools, then selected, edited and approved by a human before shipping. That covers card and interface art, character portraits, map and scene art, the cinematic, music, character voice lines and sound effects.
Nothing is generated while you play: the game contacts no AI service at runtime, and nothing you do is sent to one.
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
Generative AI was used during development to create some pre-rendered artwork and music, as well as store and promotional artwork. These are pre-created assets. The game does not generate AI content or connect to external AI services during gameplay.
The character portraits, the menu backdrop and the store art were generated with AI image tools in one fixed illustration style, then chosen and checked by the developer. Nothing is generated while you play.
Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game.
Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service.
This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release.
Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer.
Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play.
Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game.
Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time.
Generative AI tools were used during development to create or edit some background details, table illustrations, and promotional images and video. These assets were reviewed and integrated into the game and its promotional materials. The game does not generate images, text, or audio at runtime. Poker opponents use local decision-making code.
Generative AI tools were used during development to assist with the creation and refinement of some game content and assets. All AI-assisted content was reviewed and integrated by the development team before being included in the game.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
Generative AI tools were used during development to assist with pre-generated assets:
- Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine.
- Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance.
All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer.
(게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.)
Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team.
Generative AI was used to create artwork, videos, music, sound effects, and translations during development. No AI content is generated during gameplay. The game does not connect to external AI services during gameplay.
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
This game includes AI-generated content created during development.
Character portraits, illustrations and store artwork were generated with an image model and curated by the developer. Background music was generated with Google Lyria and contains SynthID watermarking.
Translations were produced with AI assistance. No AI content is generated while you play.
Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer.
Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time.
Some of the store artwork, the game icon and some sound effects were created with generative AI tools and then edited by hand before release. The simulation, the program code, the 3D models and the text in the game were made without generative AI. Nothing is generated by AI while you play.
Drugrunners uses generative AI tools to help create some in-game visual assets, including icons, item art, and background artwork. This content is generated in advance during development. The game does not use AI to generate content live or in response to player input during gameplay.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand.
Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay.
Generative AI was used for part of this game's content production (background art, music, and text), as well as for part of this store page's text (description and translation).
Some visual assets and store-related materials for this game were created with generative AI assistance, then reviewed and edited by humans before inclusion. In-game opponents use traditional search and position evaluation; moves are not generated by generative AI at runtime.
We used generative AI during development. The title logo image was created with a
generative AI image tool. Sound effects in the game and in the trailer are synthesised
by a script that was written with AI coding assistance. The nine non-Japanese interface
translations and the store text were produced by AI. AI coding assistance was used
throughout development. The game does not generate any content with AI while it runs.
Generative AI was used during development to help create some character illustrations, artwork and animations, music and sound effects, drafts of in-game text, localization, and store-page materials. This content is prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay.
AI was used throughout development for assistance with artwork, audio, code, and prototyping, as a tool, not a magic wand. Everything is directed, edited, assembled, and ultimately blamed on one questionably qualified human developer.
No AI runs during gameplay. It already costs me enough when the game isn't running.
The token bill remains undefeated.
Grimmarch's art, music, voice and sound effects are created or edited with generative AI tools, then selected, edited and approved by a human before shipping. That covers card and interface art, character portraits, map and scene art, the cinematic, music, character voice lines and sound effects.
Nothing is generated while you play: the game contacts no AI service at runtime, and nothing you do is sent to one.