Public Steam disclosure research25,383 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay.
No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code.
Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service.
Coding was done with help of generative artificial intelligence. Music was downloaded online from copyright free assets. Art was done by myself with some vfx done with help of generative artificial intelligence.
All translations were done by AI, because I don't speak that many languages... I hope in future people can help me translate all these
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer:
- base 3D models for some buildings, props and characters, retouched by hand;
- the music of the in-game radio;
- the first draft of the translations;
- some promotional artwork.
Nothing is generated by AI while you play.
Parts of this app were made with generative AI.
- Artwork: the store images, and the thumbnail art for the sound packs the developer publishes to the Steam Workshop, were created with AI image tools.
- Text: the store description and the in-app interface text were drafted and translated with AI assistance.
All keyboard sounds are recordings captured from real keyboards - none of the audio is AI-generated. The app does not generate any content while it runs, and it does not connect to any AI service.
- Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions.
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play.
Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services.
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services.
Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay.
Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay.
During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play.
AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay.
This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons.
In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay.
Tamagong uses generative AI in three places during development:
Translation: the game's eight languages were translated with AI assistance.
Audio: some sound effects and ambient tracks were produced with AI assisted tools.
Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations.
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
HYALOSFALL uses generative AI in part of its audio and text.
Music. The eleven soundtrack recordings were created with Suno by the developer, under a paid subscription that grants commercial rights. The fallback synthesiser melodies — played when a recording is unavailable — are derived from those same pieces.
Translations. The in-game text was translated into twelve languages with AI assistance. The Spanish source text is written by hand.
Store and marketing material. The trailer music was created with Suno, and the studio intro animation with Grok.
Everything else is not AI-generated. The 3D models, textures, visual effects, sound effects and level designs are produced by the project's own code and tools.
Nothing is generated while you play. The game ships no AI models and makes no network connections.
Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running.
Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
・Some of the posters were created using generative AI (ChatGPT and Gemini).
・Some of the voices were created using generative AI (Ondoku).
・The translations were created using generative AI (Gemini).
Soundgun does not use AI while it runs, and it ships no AI-generated sounds. Some of its interface text, translations and store page text were drafted with the help of AI tools and reviewed by the developer.
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later.
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay.
Generative AI tools were used during development to create portions of the game's visual artwork, sound effects, music, and localized text, as well as promotional artwork for the Steam store page. This includes pre-rendered background illustrations, promotional capsule images, audio assets, and AI-generated translations.
Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay.
No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code.
Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service.
Coding was done with help of generative artificial intelligence. Music was downloaded online from copyright free assets. Art was done by myself with some vfx done with help of generative artificial intelligence.
All translations were done by AI, because I don't speak that many languages... I hope in future people can help me translate all these
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer:
- base 3D models for some buildings, props and characters, retouched by hand;
- the music of the in-game radio;
- the first draft of the translations;
- some promotional artwork.
Nothing is generated by AI while you play.
Parts of this app were made with generative AI.
- Artwork: the store images, and the thumbnail art for the sound packs the developer publishes to the Steam Workshop, were created with AI image tools.
- Text: the store description and the in-app interface text were drafted and translated with AI assistance.
All keyboard sounds are recordings captured from real keyboards - none of the audio is AI-generated. The app does not generate any content while it runs, and it does not connect to any AI service.
- Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions.
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play.
Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services.
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services.
Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay.
Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay.
During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play.
AI tools assisted with pre-rendered artwork, character illustrations, UI, achievement icons, narrative and marketing materials. No AI content is generated during gameplay.
This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons.
In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay.
Tamagong uses generative AI in three places during development:
Translation: the game's eight languages were translated with AI assistance.
Audio: some sound effects and ambient tracks were produced with AI assisted tools.
Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations.
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
HYALOSFALL uses generative AI in part of its audio and text.
Music. The eleven soundtrack recordings were created with Suno by the developer, under a paid subscription that grants commercial rights. The fallback synthesiser melodies — played when a recording is unavailable — are derived from those same pieces.
Translations. The in-game text was translated into twelve languages with AI assistance. The Spanish source text is written by hand.
Store and marketing material. The trailer music was created with Suno, and the studio intro animation with Grok.
Everything else is not AI-generated. The 3D models, textures, visual effects, sound effects and level designs are produced by the project's own code and tools.
Nothing is generated while you play. The game ships no AI models and makes no network connections.
Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running.
Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
・Some of the posters were created using generative AI (ChatGPT and Gemini).
・Some of the voices were created using generative AI (Ondoku).
・The translations were created using generative AI (Gemini).
Soundgun does not use AI while it runs, and it ships no AI-generated sounds. Some of its interface text, translations and store page text were drafted with the help of AI tools and reviewed by the developer.
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later.
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay.
Generative AI tools were used during development to create portions of the game's visual artwork, sound effects, music, and localized text, as well as promotional artwork for the Steam store page. This includes pre-rendered background illustrations, promotional capsule images, audio assets, and AI-generated translations.