Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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This game's 3D models, music, sound effects, and in-game text (dialogue, item names and descriptions) were created with the help of generative AI, under the developer's direction and review. The store images and trailer use this in-game content.
Some in-game artwork (sprites, icons and illustrations), sound effects, music and localized text were created with the help of generative AI tools, then edited, curated and reviewed by the developer. No content is generated by AI during gameplay.
1) Artwork: card illustrations and other visual assets were created with the help of AI image generation tools, then selected and edited by the developer.
2) Music: the soundtrack was created with the help of AI music generation tools.
The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime.
This game did use generative AI during its development. This was more of a fun side project while working on the main project (Ducki's Descent, which doesn't use AI), tinkering around with AI since my fiancé likes this genre of games, so since it uses AI its free.
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play.
Generative AI was used during development to create some illustrations, visual assets, and built-in example dog images. These assets are included with the game. Your own pet photos are processed locally on your computer to create animated paper cutouts; they are never uploaded to online AI services or redrawn using generative AI.
Generative AI tools were used during development to assist in creating and refining some of the game's visual assets and artwork. These assets were subsequently selected, edited, adapted, and integrated into the game by the developer. No generative AI is used during gameplay, and the game does not generate content dynamically for players.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
Generative AI was used extensively to create this game's artwork, music, sound effects, text, and localization, as well as its Steam store page assets and marketing materials.
Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development:
Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair.
Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art.
The character portraits, ingredient and trick illustrations, bar background and UI artwork in this game were created using generative AI image tools, then selected, cleaned up and integrated by the developer. All gameplay, design, music and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license.
Some Beamline pixel art and localization were created or revised with generative AI assistance. Beamline does not use generative AI at runtime or connect to external AI services.
Solo devving the art for the cards is practically really long given how many cards are there. So i had to make the cards a bit prettier. Everything else is non AI.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
Generative AI tools were used during development to create some artwork, 3D assets, music, sound effects and localization text. These assets are prepared before release. The game does not generate AI content during play or connect to external AI services.
Generative AI was used during development to assist in creating select pre-generated promotional artwork and video assets used in marketing and on the Steam store page. AI-generated content is reviewed and selected by the developer before publication. Generative AI is not used to create gameplay content in real time.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Pre-generated: The music was made with Suno. Sound effects, ambience and voices were made with ElevenLabs. The ability and tech icons were generated with AI image models and edited for the game. All of it was selected, edited and mixed by the developers.
The 3D models, maps, animations and gameplay was developed with support of coding models.
Every screenshot and video on this page was captured in the game.
The store capsule art was refined with an AI image tool from in-game renders.
This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service.
AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay.
The art, sound effects and voicelines are AI generated. Ideally, if the game makes some amount of $ I will replace all AI generate content.
Read more about AI usage here: https://www.sdgames.co/blog/shades-of-europa-steam-page-and-demo
Most of the 3D models appearing in this game, including the main protagonist and various objects, were generated and modeled using generative AI tools. While some of the programming code was also generated with the assistance of generative AI (such as Gemini), all tasks—including implementation, fine-tuning gameplay behaviors, overall game design, and adjustments—were carried out manually by a solo human developer.
Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play.
Some artwork associated with Rocket's Way was created using generative AI tools. This content is pre-generated and does not generate new content during gameplay.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Generative AI tools were used in the creation of selected pre-generated visual and audio assets, as well as some promotional materials. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game. Heir of Death does not use live-generated AI during gameplay.
Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play.
Generative AI assisted with some programming and debugging during the development of Daylight Line. Some in-game visual assets, including battle status icons, were also created with the assistance of generative AI and then processed and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game.
Generative AI was used during development to create some 3D models, textures, artwork, music, and store marketing materials, including the cinematic teaser. These assets were prepared before release. The game does not generate AI content during play or connect to external AI services.
This game's 3D models, music, sound effects, and in-game text (dialogue, item names and descriptions) were created with the help of generative AI, under the developer's direction and review. The store images and trailer use this in-game content.
Some in-game artwork (sprites, icons and illustrations), sound effects, music and localized text were created with the help of generative AI tools, then edited, curated and reviewed by the developer. No content is generated by AI during gameplay.
1) Artwork: card illustrations and other visual assets were created with the help of AI image generation tools, then selected and edited by the developer.
2) Music: the soundtrack was created with the help of AI music generation tools.
The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime.
This game did use generative AI during its development. This was more of a fun side project while working on the main project (Ducki's Descent, which doesn't use AI), tinkering around with AI since my fiancé likes this genre of games, so since it uses AI its free.
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play.
Generative AI was used during development to create some illustrations, visual assets, and built-in example dog images. These assets are included with the game. Your own pet photos are processed locally on your computer to create animated paper cutouts; they are never uploaded to online AI services or redrawn using generative AI.
Generative AI tools were used during development to assist in creating and refining some of the game's visual assets and artwork. These assets were subsequently selected, edited, adapted, and integrated into the game by the developer. No generative AI is used during gameplay, and the game does not generate content dynamically for players.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
Generative AI was used extensively to create this game's artwork, music, sound effects, text, and localization, as well as its Steam store page assets and marketing materials.
Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development:
Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair.
Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art.
The character portraits, ingredient and trick illustrations, bar background and UI artwork in this game were created using generative AI image tools, then selected, cleaned up and integrated by the developer. All gameplay, design, music and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license.
Some Beamline pixel art and localization were created or revised with generative AI assistance. Beamline does not use generative AI at runtime or connect to external AI services.
Solo devving the art for the cards is practically really long given how many cards are there. So i had to make the cards a bit prettier. Everything else is non AI.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
Generative AI tools were used during development to create some artwork, 3D assets, music, sound effects and localization text. These assets are prepared before release. The game does not generate AI content during play or connect to external AI services.
Generative AI was used during development to assist in creating select pre-generated promotional artwork and video assets used in marketing and on the Steam store page. AI-generated content is reviewed and selected by the developer before publication. Generative AI is not used to create gameplay content in real time.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Pre-generated: The music was made with Suno. Sound effects, ambience and voices were made with ElevenLabs. The ability and tech icons were generated with AI image models and edited for the game. All of it was selected, edited and mixed by the developers.
The 3D models, maps, animations and gameplay was developed with support of coding models.
Every screenshot and video on this page was captured in the game.
The store capsule art was refined with an AI image tool from in-game renders.
This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service.
AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay.
The art, sound effects and voicelines are AI generated. Ideally, if the game makes some amount of $ I will replace all AI generate content.
Read more about AI usage here: https://www.sdgames.co/blog/shades-of-europa-steam-page-and-demo
Most of the 3D models appearing in this game, including the main protagonist and various objects, were generated and modeled using generative AI tools. While some of the programming code was also generated with the assistance of generative AI (such as Gemini), all tasks—including implementation, fine-tuning gameplay behaviors, overall game design, and adjustments—were carried out manually by a solo human developer.
Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play.
Some artwork associated with Rocket's Way was created using generative AI tools. This content is pre-generated and does not generate new content during gameplay.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Generative AI tools were used in the creation of selected pre-generated visual and audio assets, as well as some promotional materials. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game. Heir of Death does not use live-generated AI during gameplay.
Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play.
Generative AI assisted with some programming and debugging during the development of Daylight Line. Some in-game visual assets, including battle status icons, were also created with the assistance of generative AI and then processed and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game.
Generative AI was used during development to create some 3D models, textures, artwork, music, and store marketing materials, including the cinematic teaser. These assets were prepared before release. The game does not generate AI content during play or connect to external AI services.