Public Steam disclosure research25,394 disclosures tracked
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Generative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes.
Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
Generative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay.
We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually.
We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded.
All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do.
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features.
This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all.
Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well.
The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons.
The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files.
Scuttled was created by a solo developer working with an AI assistant. AI was used under the developer's direction to help write the game's code, its in-game text and story logs, the procedurally drawn artwork and music, and the store page materials, including the key art and trailer. All of it was reviewed, revised, and approved by the developer. The game does not use AI at runtime: nothing is generated while you play, and everything you see and hear ships with the game exactly as authored.
Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used:
MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing.
CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work.
STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer.
All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play.
Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer.
The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation.
Generative AI was used during the development of this game to assist with portions of the artwork, programming, and translation. All generated content was reviewed and edited by the developer as necessary.
Most of the visual assets used in the game's promotional materials and Steam Store page were created with the assistance of AI image generation tools, and were subsequently selected and refined by the developer. The game's gameplay, level design, programming, and game logic were developed by the developer with input from AI throughout the development process. The game does not use AI to generate any content during gameplay.
Some of the assets in this game were created with the help of generative AI tools: part of the background music and sound effects, some of the 2D images and textures used in the game and on the store page, some of the 3D models, and part of the source code. Every AI-assisted asset was reviewed and adjusted by the developer before it was included in the game, and we do not knowingly use material that infringes the rights of third parties. This game does not generate any content with AI while it is running; NPC dialogue is randomly selected from text written in advance by the developer.
Guild Management Simulator began as an AI-assisted prototype. Generative AI tools were used during early development to assist with portions of programming, written game content, interface copy, design iteration, and the current Steam marketing artwork. All AI-assisted material is pre-generated and reviewed before inclusion. The game does not generate content while running, connect players to an AI service, or send player data to an AI system. The long-term goal is to replace AI-assisted material with original, developer-created work as the project is rebuilt in a dedicated game engine.
I write this game's code with the help of AI coding tools, and I review everything that ships. All the art is drawn by code — no AI image generation anywhere.
The enemy is a small neural network that trains locally on how you move. It only controls the eye's behavior, and it never generates art, text, or audio.
Programming & Scripting: Generative AI tools were used to assist in writing, optimizing, and debugging source code during development.
Localization: AI-assisted tools were used to support the translation process for certain languages, which were then reviewed and polished by the development team.
Coin Cleaner is made by a solo developer with the help of AI tools. Generative AI was used during development to assist in creating some of the game's content - including artwork, music, sound effects, and code - all of which was directed, curated, and reviewed by the developer, and used with appropriate commercial licensing. All AI-assisted content is created ahead of time (pre-generated). The game does not use AI to generate any content or code during gameplay, and does not connect to any external AI service while you play.
This game used AI-assisted tools during development to help create parts of the Unity/C# code, and some music was created with AI-assisted music generation tools.
All AI-assisted code and AI-generated music were reviewed, edited, tested, and integrated by the developer.
The game does not generate code during gameplay and does not connect to external generative AI services while players are playing.
This game uses artificial intelligence to assist in generating art assets and supplementing the game code architecture. (AI was not used for game design or music.)
We used generative AI as a coding assistant during development to help write and debug the game's source code. All AI-assisted code was reviewed and tested by the developer. The game contains some AI-generated sounds and visual content at runtime however most is non AI. The game sends no player data to any AI service.
During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally.
This game used AI tools to transform gameplay ideas and logic into functional code and to create promotional artwork. AI was used as a creative and technical aid during development, without affecting gameplay or the player experience.
Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay.
I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s.
We use AI as a coding assistant during development, and as a drafting tool to help generate candidate crossword clues from our word bank. Every single clue is reviewed and edited by a human before it ships. AI generated images were used during prototyping as early placeholders. All final visual art assets that ship with the game have been created by the developer.
Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay.
During the development of this game, AI tools were used solely as a coding assistance aid — primarily to help identify and fix minor bugs, and to assist with small code corrections and improvements. AI was not used to generate any content experienced by the player, including visual assets, audio, narrative or in-game text. All artwork, sound, and written content presented to the player are original and human-created. The AI usage disclosed here is limited to development-side coding assistance and does not appear as generated content within the final player-facing experience.
Ring Cosmos was developed by a solo developer with AI assistance during programming. The store page capsule images were also produced with AI assistance, generated programmatically through custom drawing code rather than image generation models. All game visuals are drawn in real time by the game's own rendering code. The soundtrack is licensed human-made music by JDSherbert. No AI content is generated while you play.
AI tools were used to assist in generating promotional artwork and store page graphics. Additionally, AI coding assistants were utilized during development to help write and optimize scripts and programming logic.
Generative AI was used to create visual art in this game. Creature, character and background artwork was produced with AI image and animation tools, then hand-edited, cleaned up and assembled by the developer before being placed in the game. This artwork also appears in store page and marketing materials. The game additionally uses licensed, human-made pixel-art asset packs. AI tools (LLM) were also used to help write the game's code and in-game text during development, and to translate that text into the game's six non-English languages (Korean, Simplified Chinese, Japanese, Russian, Spanish, Brazilian Portuguese). All audio - music and sound effects - is human-made and licensed from human creators; no generative AI was used for audio. No AI runs during gameplay: all content is generated ahead of time and reviewed by the developer before it ships.
Generative AI tools are used to create part of the game's artwork, music soundtrack and programming auxiliary content. All AI-generated materials have been manually reviewed, adjusted and optimized by our team to match the game's overall style and gameplay experience.
Generative AI tools were used during development to assist with portions of the source code and to create some variations of character artwork, such as facial expressions and color variations. All original character designs and base artwork were created by the developer. All AI-assisted outputs were reviewed, edited, and finalized by the developer. The application does not generate AI content while it is running.
This game utilized generative AI tools to assist with code writing and creative design during development. All AI-generated content has been strictly tested, reviewed, and optimized to ensure game quality and stability.
Generative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes.
Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
Generative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay.
We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually.
We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded.
All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do.
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features.
This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all.
Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well.
The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons.
The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files.
Scuttled was created by a solo developer working with an AI assistant. AI was used under the developer's direction to help write the game's code, its in-game text and story logs, the procedurally drawn artwork and music, and the store page materials, including the key art and trailer. All of it was reviewed, revised, and approved by the developer. The game does not use AI at runtime: nothing is generated while you play, and everything you see and hear ships with the game exactly as authored.
Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used:
MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing.
CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work.
STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer.
All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play.
Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer.
The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation.
Generative AI was used during the development of this game to assist with portions of the artwork, programming, and translation. All generated content was reviewed and edited by the developer as necessary.
Most of the visual assets used in the game's promotional materials and Steam Store page were created with the assistance of AI image generation tools, and were subsequently selected and refined by the developer. The game's gameplay, level design, programming, and game logic were developed by the developer with input from AI throughout the development process. The game does not use AI to generate any content during gameplay.
Some of the assets in this game were created with the help of generative AI tools: part of the background music and sound effects, some of the 2D images and textures used in the game and on the store page, some of the 3D models, and part of the source code. Every AI-assisted asset was reviewed and adjusted by the developer before it was included in the game, and we do not knowingly use material that infringes the rights of third parties. This game does not generate any content with AI while it is running; NPC dialogue is randomly selected from text written in advance by the developer.
Guild Management Simulator began as an AI-assisted prototype. Generative AI tools were used during early development to assist with portions of programming, written game content, interface copy, design iteration, and the current Steam marketing artwork. All AI-assisted material is pre-generated and reviewed before inclusion. The game does not generate content while running, connect players to an AI service, or send player data to an AI system. The long-term goal is to replace AI-assisted material with original, developer-created work as the project is rebuilt in a dedicated game engine.
I write this game's code with the help of AI coding tools, and I review everything that ships. All the art is drawn by code — no AI image generation anywhere.
The enemy is a small neural network that trains locally on how you move. It only controls the eye's behavior, and it never generates art, text, or audio.
Programming & Scripting: Generative AI tools were used to assist in writing, optimizing, and debugging source code during development.
Localization: AI-assisted tools were used to support the translation process for certain languages, which were then reviewed and polished by the development team.
Coin Cleaner is made by a solo developer with the help of AI tools. Generative AI was used during development to assist in creating some of the game's content - including artwork, music, sound effects, and code - all of which was directed, curated, and reviewed by the developer, and used with appropriate commercial licensing. All AI-assisted content is created ahead of time (pre-generated). The game does not use AI to generate any content or code during gameplay, and does not connect to any external AI service while you play.
This game used AI-assisted tools during development to help create parts of the Unity/C# code, and some music was created with AI-assisted music generation tools.
All AI-assisted code and AI-generated music were reviewed, edited, tested, and integrated by the developer.
The game does not generate code during gameplay and does not connect to external generative AI services while players are playing.
This game uses artificial intelligence to assist in generating art assets and supplementing the game code architecture. (AI was not used for game design or music.)
We used generative AI as a coding assistant during development to help write and debug the game's source code. All AI-assisted code was reviewed and tested by the developer. The game contains some AI-generated sounds and visual content at runtime however most is non AI. The game sends no player data to any AI service.
During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally.
This game used AI tools to transform gameplay ideas and logic into functional code and to create promotional artwork. AI was used as a creative and technical aid during development, without affecting gameplay or the player experience.
Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay.
I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s.
We use AI as a coding assistant during development, and as a drafting tool to help generate candidate crossword clues from our word bank. Every single clue is reviewed and edited by a human before it ships. AI generated images were used during prototyping as early placeholders. All final visual art assets that ship with the game have been created by the developer.
Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay.
During the development of this game, AI tools were used solely as a coding assistance aid — primarily to help identify and fix minor bugs, and to assist with small code corrections and improvements. AI was not used to generate any content experienced by the player, including visual assets, audio, narrative or in-game text. All artwork, sound, and written content presented to the player are original and human-created. The AI usage disclosed here is limited to development-side coding assistance and does not appear as generated content within the final player-facing experience.
Ring Cosmos was developed by a solo developer with AI assistance during programming. The store page capsule images were also produced with AI assistance, generated programmatically through custom drawing code rather than image generation models. All game visuals are drawn in real time by the game's own rendering code. The soundtrack is licensed human-made music by JDSherbert. No AI content is generated while you play.
AI tools were used to assist in generating promotional artwork and store page graphics. Additionally, AI coding assistants were utilized during development to help write and optimize scripts and programming logic.
Generative AI was used to create visual art in this game. Creature, character and background artwork was produced with AI image and animation tools, then hand-edited, cleaned up and assembled by the developer before being placed in the game. This artwork also appears in store page and marketing materials. The game additionally uses licensed, human-made pixel-art asset packs. AI tools (LLM) were also used to help write the game's code and in-game text during development, and to translate that text into the game's six non-English languages (Korean, Simplified Chinese, Japanese, Russian, Spanish, Brazilian Portuguese). All audio - music and sound effects - is human-made and licensed from human creators; no generative AI was used for audio. No AI runs during gameplay: all content is generated ahead of time and reviewed by the developer before it ships.
Generative AI tools are used to create part of the game's artwork, music soundtrack and programming auxiliary content. All AI-generated materials have been manually reviewed, adjusted and optimized by our team to match the game's overall style and gameplay experience.
Generative AI tools were used during development to assist with portions of the source code and to create some variations of character artwork, such as facial expressions and color variations. All original character designs and base artwork were created by the developer. All AI-assisted outputs were reviewed, edited, and finalized by the developer. The application does not generate AI content while it is running.
This game utilized generative AI tools to assist with code writing and creative design during development. All AI-generated content has been strictly tested, reviewed, and optimized to ensure game quality and stability.