Public Steam disclosure research25,376 disclosures tracked
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Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow.
AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production.
The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
AI assistants were used to help write the application's code. The store images were created with the help of an AI assistant by rendering the actual dummy head 3D model in Blender. The app does not generate any content with AI while it runs.
OpenAI's ChatGPT and Codex, including image-generation tools accessed through them, were used during the development of Zompioland. AI-assisted work includes programming and development scripts, code used to construct procedural 3D models and visual effects, interface elements, localization, and written in-game text.
AI assistance was also used to create and prepare pre-generated Steam marketing materials, including capsule and library artwork, header graphics, the game logo, store-page text, and the trailer's planning, titles, and editing. The trailer's gameplay footage was captured from the actual game. Steam gameplay screenshots are direct captures of the game, while AI-assisted promotional artwork is presented as store graphics rather than gameplay screenshots.
The developer reviewed, edited, tested, and integrated the AI-assisted work. Some models and effects are assembled while the game runs by conventional game code; this is not live generative AI. Zompioland does not connect to a generative AI service or use a generative AI model to create new content during gameplay.
AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
AI-assisted tools were used during development for programming, debugging, shader work and some store-page text. All output was reviewed and integrated by the developer. No live-generated AI content is used in gameplay.
Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.
I use generative AI throughout the development of Brassleaf Tactics, including programming, game design, artwork and store-page content. The game includes AI-generated artwork. I set the creative direction, decide what goes into the game, and make the final design decisions, shaping the experience through playtesting, balancing and ongoing refinement.
Generative AI is used during development only; no AI-generated content is created while you play.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
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.
Generative AI was used during development as a programming assistance tool and to help create selected pre-generated visual assets and marketing materials. All such content is reviewed and curated by the developer. Battle Animator does not generate AI content during runtime and does not connect to external AI services.
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.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow.
AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production.
The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
AI assistants were used to help write the application's code. The store images were created with the help of an AI assistant by rendering the actual dummy head 3D model in Blender. The app does not generate any content with AI while it runs.
OpenAI's ChatGPT and Codex, including image-generation tools accessed through them, were used during the development of Zompioland. AI-assisted work includes programming and development scripts, code used to construct procedural 3D models and visual effects, interface elements, localization, and written in-game text.
AI assistance was also used to create and prepare pre-generated Steam marketing materials, including capsule and library artwork, header graphics, the game logo, store-page text, and the trailer's planning, titles, and editing. The trailer's gameplay footage was captured from the actual game. Steam gameplay screenshots are direct captures of the game, while AI-assisted promotional artwork is presented as store graphics rather than gameplay screenshots.
The developer reviewed, edited, tested, and integrated the AI-assisted work. Some models and effects are assembled while the game runs by conventional game code; this is not live generative AI. Zompioland does not connect to a generative AI service or use a generative AI model to create new content during gameplay.
AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
AI-assisted tools were used during development for programming, debugging, shader work and some store-page text. All output was reviewed and integrated by the developer. No live-generated AI content is used in gameplay.
Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.
I use generative AI throughout the development of Brassleaf Tactics, including programming, game design, artwork and store-page content. The game includes AI-generated artwork. I set the creative direction, decide what goes into the game, and make the final design decisions, shaping the experience through playtesting, balancing and ongoing refinement.
Generative AI is used during development only; no AI-generated content is created while you play.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
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.
Generative AI was used during development as a programming assistance tool and to help create selected pre-generated visual assets and marketing materials. All such content is reviewed and curated by the developer. Battle Animator does not generate AI content during runtime and does not connect to external AI services.
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.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.