Public Steam disclosure research25,394 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
During development, this game used generative AI tools to assist in creating fixed assets. These outputs were produced during development, reviewed and selected by humans, and then packaged into the game. The game does not call any AI while it is running:
▎ - Code: Anthropic's Claude was used to assist in writing and refactoring the Flutter/Dart game code. All code was reviewed and tested by the developer before being included; no unreviewed AI output is executed automatically.
▎ - Art / Images: Leonardo AI was used to generate pixel-art assets, which were human-selected and edited before use.
▎ - Sound & Voice: ElevenLabs was used to generate sound effects and voice, which were human-selected before use.
The cinematic artworks were created using AI and are based on my own concept sketches. They were used to reinforce the emotional atmosphere and my vision of the game world, while the game itself is designed entirely in hand-drawn pixel art.
AI was used for programming
BattleDeck uses AI tools in the following areas:
Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer.
Generative AI tools were used during the development of this game in the following ways:
- Art creation: AI was used to assist in generating and refining visual art assets.
- Mathematical computations: AI was used to perform complex mathematical calculations and to derive equations used in the game's systems.
All AI-generated content was reviewed and integrated by the development team.
Generative AI tools were used during development to assist with selected 3D assets, music, promotional artwork, and parts of the game code. All AI-assisted content was reviewed, modified where necessary, tested, and integrated by the developer. No content or code is generated by AI during gameplay.
We use generative AI for some of the following elements.
・Some of the in-game art
・Some of the code
・Some of the banners and trailers on the store page
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything.
Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content.
I’m a web designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code, visual and audio assets. Every asset included in the final game was personally selected, refined by hand, placed, and directed by me to match the game’s overall vision.
During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer.
Kerf - Sawmill Tycoon was made almost entirely with AI tools. The developer directed the work, chose what went into the game and approved every result, but did not model, rig or write code by hand. What that means for the content that ships in the game:
- Code: written by an AI coding assistant.
- Characters: generated by an AI 3D tool from AI-generated reference images, then rigged and set up in the game by the AI assistant.
- Other 3D models: some came from an AI 3D tool - a vehicle and environment props such as rocks, mountains and bushes. The rest, including the valley, the buildings, the machines and the trees, were built in 3D software by the AI assistant writing scripts.
- Animation: all character animation was generated with an AI motion tool.
- Music: all of the in-game music was generated with an AI music tool.
- Sound: some sound effects were generated with an AI sound tool; the rest were sourced from sound libraries by the developer.
- Text: the in-game text was written with AI assistance, and the translations from English and Polish into the other 13 supported languages were made with AI.
Everything was reviewed and approved by the developer before release.
No content is generated by AI while the game is running. The Twitch integration only displays messages typed by real viewers.
Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time.
Generative AI tools were used during development to assist with portions of the game’s code and to create or refine some pre-rendered 2D artwork, including character sprites and portraits, item icons, and environment assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content or code during gameplay and does not connect to an external AI service during gameplay.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
Hot Seat Triage uses AI tools during development only; the game contains no live AI generation at runtime.
Code: The game's code was written with the assistance of Claude (Anthropic). All AI-assisted code was directed, reviewed and tested by the developer.
Art: The in-game background image was initially generated with Nano Banana 2, then manually edited and finalized by the developer. All other art and UI assets are human-made.
Text: Clinical case scenarios were drafted with AI assistance and then reviewed, corrected and medically approved by the developer, an emergency medicine physician.
Audio: The theme music and some sound effects were created by the developer using Suno.
All AI-assisted content was human-reviewed before inclusion.
AI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music.
Generative AI tools were used in parts of this game's development, always under human creative direction.
Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist.
Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks.
Code: The game's code was generated using AI coding tools.
All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay.
Selby is a desktop AI assistant tool. It generates text responses, code, and document content in real time, and performs automated tasks to streamline your workflow.
Generative AI tools were used only as a development assistant to help prototype and refine accessibility-related code and interface behavior. The game does not include AI-generated narrative, artwork, audio, characters, translations, or live-generated AI content.
Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
This game uses generative AI for the following content. All of it was generated during development and shipped with the game; no content is generated at runtime.
- Music and sound effects (2 theme songs, in-game BGM, SFX): Suno
- Graphics (character art, backgrounds, event CGs, store page images): OpenAI
- Extra scenarios, concept and writing: OpenAI, Claude Code
- English text (translation of the main story and extras): Claude Code, OpenAI
- Game implementation (engine, game code): Claude Code
Developed under human creative direction with extensive generative AI assistance for game code, systems implementation, and visual/marketing assets. No generative AI runs live during play.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product.
Generative AI tools were used to assist with programming, debugging, and improving written content.
However, the developer remained fully responsible for the game's design, direction, overall programming, integration, testing, and all final decisions.
Promotional materials and store page artwork were created with the help of generative AI and then reviewed and edited by the developer. No generative AI is used during gameplay or connects to external AI services.
Generative AI tools were used during development to create most of the game's code and assist with localization, including some store-page text. All AI-assisted outputs were manually reviewed, edited, tested, and integrated by the developer. No artwork, character designs, animations, music, sound effects, or other visual or audio assets were generated using AI. The game does not use live-generated AI during gameplay.
This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production.
No AI was used to generate any images, audio, text, or design.
Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch.
Generative AI was used as a development aid to assist with parts of the game's user interface and some programming tasks during development. All AI-assisted code and assets have been reviewed, modified, and integrated by the developer. The game's design, gameplay systems, creative direction, and final implementation are the developer's own.
Pivot does not use generative AI during gameplay, and players cannot generate AI-created content in-game.
IRON EDEN uses AI as a development tool in a limited capacity.
AI has been used only for:
Programming assistance.
Sound effect generation.
All artwork, game design, mechanics, story, characters, worldbuilding, and visual assets were created by the developer.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay.
Generative AI tools were used during development to create all visual artwork, sound effects, and music in Matchinko, including artwork used in store and marketing materials. AI tools also assisted with code, debugging, and drafts of some written content. All generated material was reviewed, selected, edited, tested, and integrated by the developer before inclusion. The game does not generate content using AI at runtime, connect to external AI services during play, or send player data to AI systems.
The game's code, writing (company names, event text, narrative flavor), and 2D art were created during development with AI assistance (Anthropic's Claude), directed, curated, and edited by the developer. All content is pre-generated: the game generates no AI content at runtime and connects to no AI services while you play.
During development, this game used generative AI tools to assist in creating fixed assets. These outputs were produced during development, reviewed and selected by humans, and then packaged into the game. The game does not call any AI while it is running:
▎ - Code: Anthropic's Claude was used to assist in writing and refactoring the Flutter/Dart game code. All code was reviewed and tested by the developer before being included; no unreviewed AI output is executed automatically.
▎ - Art / Images: Leonardo AI was used to generate pixel-art assets, which were human-selected and edited before use.
▎ - Sound & Voice: ElevenLabs was used to generate sound effects and voice, which were human-selected before use.
The cinematic artworks were created using AI and are based on my own concept sketches. They were used to reinforce the emotional atmosphere and my vision of the game world, while the game itself is designed entirely in hand-drawn pixel art.
AI was used for programming
BattleDeck uses AI tools in the following areas:
Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer.
Generative AI tools were used during the development of this game in the following ways:
- Art creation: AI was used to assist in generating and refining visual art assets.
- Mathematical computations: AI was used to perform complex mathematical calculations and to derive equations used in the game's systems.
All AI-generated content was reviewed and integrated by the development team.
Generative AI tools were used during development to assist with selected 3D assets, music, promotional artwork, and parts of the game code. All AI-assisted content was reviewed, modified where necessary, tested, and integrated by the developer. No content or code is generated by AI during gameplay.
We use generative AI for some of the following elements.
・Some of the in-game art
・Some of the code
・Some of the banners and trailers on the store page
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything.
Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content.
I’m a web designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code, visual and audio assets. Every asset included in the final game was personally selected, refined by hand, placed, and directed by me to match the game’s overall vision.
During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer.
Kerf - Sawmill Tycoon was made almost entirely with AI tools. The developer directed the work, chose what went into the game and approved every result, but did not model, rig or write code by hand. What that means for the content that ships in the game:
- Code: written by an AI coding assistant.
- Characters: generated by an AI 3D tool from AI-generated reference images, then rigged and set up in the game by the AI assistant.
- Other 3D models: some came from an AI 3D tool - a vehicle and environment props such as rocks, mountains and bushes. The rest, including the valley, the buildings, the machines and the trees, were built in 3D software by the AI assistant writing scripts.
- Animation: all character animation was generated with an AI motion tool.
- Music: all of the in-game music was generated with an AI music tool.
- Sound: some sound effects were generated with an AI sound tool; the rest were sourced from sound libraries by the developer.
- Text: the in-game text was written with AI assistance, and the translations from English and Polish into the other 13 supported languages were made with AI.
Everything was reviewed and approved by the developer before release.
No content is generated by AI while the game is running. The Twitch integration only displays messages typed by real viewers.
Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time.
Generative AI tools were used during development to assist with portions of the game’s code and to create or refine some pre-rendered 2D artwork, including character sprites and portraits, item icons, and environment assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content or code during gameplay and does not connect to an external AI service during gameplay.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
Hot Seat Triage uses AI tools during development only; the game contains no live AI generation at runtime.
Code: The game's code was written with the assistance of Claude (Anthropic). All AI-assisted code was directed, reviewed and tested by the developer.
Art: The in-game background image was initially generated with Nano Banana 2, then manually edited and finalized by the developer. All other art and UI assets are human-made.
Text: Clinical case scenarios were drafted with AI assistance and then reviewed, corrected and medically approved by the developer, an emergency medicine physician.
Audio: The theme music and some sound effects were created by the developer using Suno.
All AI-assisted content was human-reviewed before inclusion.
AI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music.
Generative AI tools were used in parts of this game's development, always under human creative direction.
Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist.
Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks.
Code: The game's code was generated using AI coding tools.
All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay.
Selby is a desktop AI assistant tool. It generates text responses, code, and document content in real time, and performs automated tasks to streamline your workflow.
Generative AI tools were used only as a development assistant to help prototype and refine accessibility-related code and interface behavior. The game does not include AI-generated narrative, artwork, audio, characters, translations, or live-generated AI content.
Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
This game uses generative AI for the following content. All of it was generated during development and shipped with the game; no content is generated at runtime.
- Music and sound effects (2 theme songs, in-game BGM, SFX): Suno
- Graphics (character art, backgrounds, event CGs, store page images): OpenAI
- Extra scenarios, concept and writing: OpenAI, Claude Code
- English text (translation of the main story and extras): Claude Code, OpenAI
- Game implementation (engine, game code): Claude Code
Developed under human creative direction with extensive generative AI assistance for game code, systems implementation, and visual/marketing assets. No generative AI runs live during play.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product.
Generative AI tools were used to assist with programming, debugging, and improving written content.
However, the developer remained fully responsible for the game's design, direction, overall programming, integration, testing, and all final decisions.
Promotional materials and store page artwork were created with the help of generative AI and then reviewed and edited by the developer. No generative AI is used during gameplay or connects to external AI services.
Generative AI tools were used during development to create most of the game's code and assist with localization, including some store-page text. All AI-assisted outputs were manually reviewed, edited, tested, and integrated by the developer. No artwork, character designs, animations, music, sound effects, or other visual or audio assets were generated using AI. The game does not use live-generated AI during gameplay.
This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production.
No AI was used to generate any images, audio, text, or design.
Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch.
Generative AI was used as a development aid to assist with parts of the game's user interface and some programming tasks during development. All AI-assisted code and assets have been reviewed, modified, and integrated by the developer. The game's design, gameplay systems, creative direction, and final implementation are the developer's own.
Pivot does not use generative AI during gameplay, and players cannot generate AI-created content in-game.
IRON EDEN uses AI as a development tool in a limited capacity.
AI has been used only for:
Programming assistance.
Sound effect generation.
All artwork, game design, mechanics, story, characters, worldbuilding, and visual assets were created by the developer.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay.
Generative AI tools were used during development to create all visual artwork, sound effects, and music in Matchinko, including artwork used in store and marketing materials. AI tools also assisted with code, debugging, and drafts of some written content. All generated material was reviewed, selected, edited, tested, and integrated by the developer before inclusion. The game does not generate content using AI at runtime, connect to external AI services during play, or send player data to AI systems.
The game's code, writing (company names, event text, narrative flavor), and 2D art were created during development with AI assistance (Anthropic's Claude), directed, curated, and edited by the developer. All content is pre-generated: the game generates no AI content at runtime and connects to no AI services while you play.