Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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Pre-generated generative AI was used during development to assist with the creation and refinement of some 2D pixel-art assets, including characters, animals, equipment, environments, and user-interface elements, as well as localized text. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI and does not generate content during gameplay.
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Generative AI tools were used during development to create some pre-generated visual artwork used in marketing/store assets and some pre-generated background music used in the game. The game does not use generative AI to create content during gameplay.
This game uses AI-assisted tools during development, limited exclusively to programming assistance, multilingual translation assistance, drafting assistance for written store page copy, and a synthesized voice used for the narration of our promotional videos.
The narration script is written by the development team. Only the voice reading it is synthesized, and it appears in promotional videos only. It is not part of the game, and no AI-generated output is integrated into the game itself. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. Our sound effects are public domain field recordings, and the music in our videos is licensed from human authors. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
During the development of Spacepawn, generative AI tools were used to speed up coding, create certain in-game visuals, and assist with localization (translations). As an indie developer, AI was utilized as a support tool to fill expertise gaps in non-programming areas such as art design and translation. All AI-generated content has been carefully reviewed and edited by us to ensure it aligns perfectly with the game's overall vision and integrity.
The game uses generative AI to create molecular structures during gameplay. Molecules are procedurally generated by a generative AI model embedded locally within the game and operating as part of the game’s molecular design system.
The in-game generative AI system is used exclusively for molecular structure generation and does not generate dialogue, artwork, music, or other narrative content during gameplay.
During development, generative AI tools were used to assist with artwork preparation, text polishing, and UI code development.
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping.
Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page.
Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds.
Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization.
The illustrations in Dead Market — the 247 card images, the cutscene plates, the premises backdrops and the nine-slice chrome — were generated with image models during development, then selected, corrected, composed and integrated by hand against the game's own manifest. Everything that displays a live value is drawn procedurally in the engine rather than being an image. The spoken lines were synthesised from a written script, one voice per character, and edited into the game.
Nothing is generated while the game runs. There is no model in the build, no network code and no telemetry.
Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay.
Some of the original art in this game (the bonus cards, bomb card, curse card, crimson paulownia card, soiled card back, pixel card back, two reward chest frames, and combination popup frame) was created using AI-assisted procedural generation scripts. The store capsules, icon, and trailer are derived from this in-game art and are therefore covered by this disclosure.
All supported languages other than Korean (including English) were translated using AI translation tools, then checked through machine back-translation and additional review.
Setlist Shuffle ships two categories of pre-generated, player-facing AI content. They are the card illustrations and the genre music tracks.
Both sets were reviewed and hand-selected before release and ship as fixed assets. No content is generated live during play, and the game contains no AI-driven chat or dialogue.
Everything else is not AI-generated: the achievement icons are hand-drawn vectors, and all game text, design and simulation logic are the developer's own.
Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements.
INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward.
The in-game images in this title were created using generative AI and then reviewed and edited by the developer. The story, scenario, and game design are the developer's own work.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used.
AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code.
I started this project completely from scratch and have spent a lot of time developing and refining it.
Claude Code AI was used to help me with certain tasks, such as implementing the save system, menus, and scoring system. However, the AI did not build the game for me. I was responsible for the overall development, design, integration, testing, debugging, and all the decisions made throughout the project.
The entire project was developed in Unreal Engine 5.8, primarily using C++ with a few Blueprints.
Despite what you may sometimes hear, using AI does not mean that the work is done for you. It can be a useful tool, but you still need to understand what you are doing, integrate the code into your project, fix issues, test everything, and spend many hours making the final result work properly.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
This game uses generative artificial intelligence to assist with story planning, writing, and editing, as well as to create character artwork, backgrounds, event illustrations, music, and selected sound effects. All generated content was reviewed, selected, revised, and edited by the developer before being incorporated into the game.
All AI-generated content was created in advance during development. The game does not generate new content while you play, and no player input or personal information is sent to any generative AI service.
AI tools were used to assist with localizing the interface text into the game's 11 supported languages. All artwork, music, sound and game design are human-made.
Pre-generated generative AI was used during development to assist with the creation and refinement of some 2D pixel-art assets, including characters, animals, equipment, environments, and user-interface elements, as well as localized text. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI and does not generate content during gameplay.
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Generative AI tools were used during development to create some pre-generated visual artwork used in marketing/store assets and some pre-generated background music used in the game. The game does not use generative AI to create content during gameplay.
This game uses AI-assisted tools during development, limited exclusively to programming assistance, multilingual translation assistance, drafting assistance for written store page copy, and a synthesized voice used for the narration of our promotional videos.
The narration script is written by the development team. Only the voice reading it is synthesized, and it appears in promotional videos only. It is not part of the game, and no AI-generated output is integrated into the game itself. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. Our sound effects are public domain field recordings, and the music in our videos is licensed from human authors. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
During the development of Spacepawn, generative AI tools were used to speed up coding, create certain in-game visuals, and assist with localization (translations). As an indie developer, AI was utilized as a support tool to fill expertise gaps in non-programming areas such as art design and translation. All AI-generated content has been carefully reviewed and edited by us to ensure it aligns perfectly with the game's overall vision and integrity.
The game uses generative AI to create molecular structures during gameplay. Molecules are procedurally generated by a generative AI model embedded locally within the game and operating as part of the game’s molecular design system.
The in-game generative AI system is used exclusively for molecular structure generation and does not generate dialogue, artwork, music, or other narrative content during gameplay.
During development, generative AI tools were used to assist with artwork preparation, text polishing, and UI code development.
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping.
Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page.
Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds.
Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization.
The illustrations in Dead Market — the 247 card images, the cutscene plates, the premises backdrops and the nine-slice chrome — were generated with image models during development, then selected, corrected, composed and integrated by hand against the game's own manifest. Everything that displays a live value is drawn procedurally in the engine rather than being an image. The spoken lines were synthesised from a written script, one voice per character, and edited into the game.
Nothing is generated while the game runs. There is no model in the build, no network code and no telemetry.
Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay.
Some of the original art in this game (the bonus cards, bomb card, curse card, crimson paulownia card, soiled card back, pixel card back, two reward chest frames, and combination popup frame) was created using AI-assisted procedural generation scripts. The store capsules, icon, and trailer are derived from this in-game art and are therefore covered by this disclosure.
All supported languages other than Korean (including English) were translated using AI translation tools, then checked through machine back-translation and additional review.
Setlist Shuffle ships two categories of pre-generated, player-facing AI content. They are the card illustrations and the genre music tracks.
Both sets were reviewed and hand-selected before release and ship as fixed assets. No content is generated live during play, and the game contains no AI-driven chat or dialogue.
Everything else is not AI-generated: the achievement icons are hand-drawn vectors, and all game text, design and simulation logic are the developer's own.
Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements.
INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward.
The in-game images in this title were created using generative AI and then reviewed and edited by the developer. The story, scenario, and game design are the developer's own work.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used.
AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code.
I started this project completely from scratch and have spent a lot of time developing and refining it.
Claude Code AI was used to help me with certain tasks, such as implementing the save system, menus, and scoring system. However, the AI did not build the game for me. I was responsible for the overall development, design, integration, testing, debugging, and all the decisions made throughout the project.
The entire project was developed in Unreal Engine 5.8, primarily using C++ with a few Blueprints.
Despite what you may sometimes hear, using AI does not mean that the work is done for you. It can be a useful tool, but you still need to understand what you are doing, integrate the code into your project, fix issues, test everything, and spend many hours making the final result work properly.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
This game uses generative artificial intelligence to assist with story planning, writing, and editing, as well as to create character artwork, backgrounds, event illustrations, music, and selected sound effects. All generated content was reviewed, selected, revised, and edited by the developer before being incorporated into the game.
All AI-generated content was created in advance during development. The game does not generate new content while you play, and no player input or personal information is sent to any generative AI service.
AI tools were used to assist with localizing the interface text into the game's 11 supported languages. All artwork, music, sound and game design are human-made.