Public Steam disclosure research25,512 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used during development to assist with the creation of some visual assets and marketing materials. All AI-assisted content used in the final game and on the Steam store page has been reviewed and edited by the developer.
The visual assets and text content in this game were generated or assisted by AI tools during development. All AI-generated content is pre-rendered; there is no real-time AI generation during gameplay.
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us.
Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release.
During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and textures in this game were created with the help of
generative AI tools. All AI-generated assets were
reviewed, edited, optimized and integrated manually by the developer.
The game does not generate any content live during gameplay.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Some of the game's art assets, such as character and enemy models, portraits and icons, were created during development with the assistance of generative AI tools, and were then reviewed, curated and edited by the team. All AI-assisted content is pre-rendered: nothing is generated while the game is running.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
Some character art and store artwork were created with generative AI tools and then human edited and composited. The game contains no AI generated content created at runtime.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
Generative AI was used to assist in the creation of some promotional artwork for the Steam store page, including capsule and library artwork. AI is not used to generate content during gameplay.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
This game uses generative artificial intelligence to create some of its visual assets. Specifically, the food images and the number graphics featured in the game were generated using AI tools.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay.
This game uses AI-generated assets for certain visual elements, including background art and environment textures. All AI-generated content was carefully curated and integrated by our team to ensure it aligns with the game’s artistic vision. No AI was used for real-time gameplay mechanics, narrative generation, or audio content
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI was used during development to assist with the creation of some visual assets and marketing materials. All AI-assisted content used in the final game and on the Steam store page has been reviewed and edited by the developer.
The visual assets and text content in this game were generated or assisted by AI tools during development. All AI-generated content is pre-rendered; there is no real-time AI generation during gameplay.
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us.
Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release.
During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and textures in this game were created with the help of
generative AI tools. All AI-generated assets were
reviewed, edited, optimized and integrated manually by the developer.
The game does not generate any content live during gameplay.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Some of the game's art assets, such as character and enemy models, portraits and icons, were created during development with the assistance of generative AI tools, and were then reviewed, curated and edited by the team. All AI-assisted content is pre-rendered: nothing is generated while the game is running.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
Some character art and store artwork were created with generative AI tools and then human edited and composited. The game contains no AI generated content created at runtime.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
Generative AI was used to assist in the creation of some promotional artwork for the Steam store page, including capsule and library artwork. AI is not used to generate content during gameplay.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
This game uses generative artificial intelligence to create some of its visual assets. Specifically, the food images and the number graphics featured in the game were generated using AI tools.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay.
This game uses AI-generated assets for certain visual elements, including background art and environment textures. All AI-generated content was carefully curated and integrated by our team to ensure it aligns with the game’s artistic vision. No AI was used for real-time gameplay mechanics, narrative generation, or audio content
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.