Public Steam disclosure research25,727 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Portions of the game's text content (item descriptions and English localization) and store page text were written with the assistance of a generative AI language model, under human direction with full review and editing. All artwork is hand-drawn by the developers, and the game does not use any live/runtime AI generation.
Gildoria uses AI-assisted tools in parts of its development: some UI icons were made with AI image generation, the in-game text was translated with AI translation tools. All of it was reviewed and edited by the developer. 3D art, level design, game design and codes are human-made or licensed. No content is generated by AI while the game runs.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay.
The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer.
Generative AI was used as part of the development pipeline for selected 2D icons and some 3D model source assets. All included assets were reviewed, edited, optimized, and integrated by the developer.
Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer.
The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow.
Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
The core gameplay, rules, progression structure, level objectives, and detailed level designs were created, reviewed, and finalized by the human development team. Generative AI was used only as a development aid for research and reference gathering, code assistance, and the initial creation of visual assets and in-game scene images. All AI-assisted content was manually selected, edited, integrated, and reviewed before being included in the game.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
Portions of this game's content were created with generative AI assistance under human direction and review: in-game text (social feed posts, event copy), localization into 8 languages, and marketing materials including the trailer. All AI-assisted content was reviewed by the developer. The game does not generate AI content at runtime.
Generative AI was used during development to assist with brainstorming, coding assistance, and drafting certain written materials. All game content, gameplay implementation, testing, review, and final decisions were completed and verified by the developer before release.
All primary artwork in this game, including the main character and every enemy, was created by hand either drawn by the developer or by human artists. AI assistance was limited to a few secondary visual effects (light effects, explosions, blood/spray), produced with custom procedural drawing scripts written with the help of an AI coding assistant and then hand-edited and curated by the developer. Some in-game text translations may be pre-generated with AI-assisted localization and reviewed by the developer. No image, audio, or video generation models were used. No AI is used at runtime.
Some of the art and audio assets in Dokaebi Gate were created using generative AI tools, then processed and edited by hand before shipping. This covers equipment and item icons, some VFX textures, sound effects and background music, and a portion of the 3D enemy and environment models. Artwork used on this store page is included as well.
No AI runs while you play. Nothing is generated live during gameplay, and no player input or data is sent to any AI service. Game design, code, balance, and all writing are human-authored.
Some cosmetic cat skins and visual assets were created with the assistance of generative AI tools. All final assets are manually reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
The game's main soundtrack was created using generative AI. The game's promotional capsule artwork was also created with the assistance of generative AI. All other gameplay, programming, game design, pixel art, animations, visual effects, sound effects, UI, and game content were created by the developer.
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
Art assets (pre-generated): In-game scene backgrounds, UI icons, and store page promotional images are generated using Doubao as initial drafts. After manual screening, modification, and style unification, they are packaged into the game. All AI-generated art assets have been reviewed manually one by one, confirming that they do not contain any violations such as violence or pornography, and no copyrighted third-party assets have been used as input for generation. The AI tools used all have commercial use licenses.
Code (pre-generated): Some game logic code is generated with AI assistance during the development stage. After manual review, testing, and modification, it is compiled and packaged. The game does not call AI to generate code in real-time during runtime.
During the game's runtime, there is no AI-generated content in real-time. All AI-generated content visible to players are pre-generated static resources.
Some visual assets, including certain item artwork, icons, and promotional images, were created or assisted using generative AI. All AI-generated content was reviewed, edited, and curated by the development team before being included in the game.
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Setter uses generative AI in a limited way. The portrait images for fictional and youth players were created with AI image tools during development and ship as fixed assets: the game does not generate any content live while you play. Some promotional materials on this store page may also include AI-assisted artwork.
Some card‑art images were initially generated by generative‑AI tools, then manually edited, redrawn and processed by developers. No AI‑generated content is created during gameplay.
Some in-game art - including relic icons, character/enemy art, and background imagery - was created with the assistance of generative AI tools during development. Some written content, such as boss dialogue and relic/item flavor text, was drafted with the assistance of generative AI and then reviewed and edited by the development team before being included in the game.
Generative artificial intelligence was used to create the artwork for HexLight’s Steam achievement icons. The resulting images were reviewed and prepared for use by the developer.
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators.
Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay.
In this game, generative AI is used for the following purposes:
・Selecting options based on voice commands input by the user
・Generating portions of the display text
・Generating portions of the narration script
・The narration audio is created using a speech synthesis engine; generative AI is not used.
Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer.
This game uses artificial Intelligence to render some of the games artwork, such as 2D sprites and sound effects.
I've always loved the idle genre, AI has finally allowed me to create a game even with my somewhat limited artistic abilities.
Some of the artwork in this game was created with the assistance of generative AI tools as part of our development process. All AI-assisted content is reviewed, edited, and finalized by our human artists before being included in the game.
Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content.
The music in the store page trailer was AI-generated; no AI-generated content appears in the game itself. All images, texts, and sounds, were created by real humans.
The game contains a few voice lines that where generated using a text-to-speech service. I assume this service used some sort of gen-AI. For some translations an AI was used for proofreading.
Generative AI tools were used to assist in the creation of marketing artwork and store page assets. All game content is procedurally generated through Thalyn's proprietary algorithms
Yeah, I used some AI music. Big woop wanna fight about it? All other in-game assets are made by hoomans much more talented than myself.
Images on the store page are also currently AI generated placeholders. These will be replaced during Early Access with art by people.
Portions of the game's text content (item descriptions and English localization) and store page text were written with the assistance of a generative AI language model, under human direction with full review and editing. All artwork is hand-drawn by the developers, and the game does not use any live/runtime AI generation.
Gildoria uses AI-assisted tools in parts of its development: some UI icons were made with AI image generation, the in-game text was translated with AI translation tools. All of it was reviewed and edited by the developer. 3D art, level design, game design and codes are human-made or licensed. No content is generated by AI while the game runs.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay.
The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer.
Generative AI was used as part of the development pipeline for selected 2D icons and some 3D model source assets. All included assets were reviewed, edited, optimized, and integrated by the developer.
Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer.
The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow.
Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
The core gameplay, rules, progression structure, level objectives, and detailed level designs were created, reviewed, and finalized by the human development team. Generative AI was used only as a development aid for research and reference gathering, code assistance, and the initial creation of visual assets and in-game scene images. All AI-assisted content was manually selected, edited, integrated, and reviewed before being included in the game.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
Portions of this game's content were created with generative AI assistance under human direction and review: in-game text (social feed posts, event copy), localization into 8 languages, and marketing materials including the trailer. All AI-assisted content was reviewed by the developer. The game does not generate AI content at runtime.
Generative AI was used during development to assist with brainstorming, coding assistance, and drafting certain written materials. All game content, gameplay implementation, testing, review, and final decisions were completed and verified by the developer before release.
All primary artwork in this game, including the main character and every enemy, was created by hand either drawn by the developer or by human artists. AI assistance was limited to a few secondary visual effects (light effects, explosions, blood/spray), produced with custom procedural drawing scripts written with the help of an AI coding assistant and then hand-edited and curated by the developer. Some in-game text translations may be pre-generated with AI-assisted localization and reviewed by the developer. No image, audio, or video generation models were used. No AI is used at runtime.
Some of the art and audio assets in Dokaebi Gate were created using generative AI tools, then processed and edited by hand before shipping. This covers equipment and item icons, some VFX textures, sound effects and background music, and a portion of the 3D enemy and environment models. Artwork used on this store page is included as well.
No AI runs while you play. Nothing is generated live during gameplay, and no player input or data is sent to any AI service. Game design, code, balance, and all writing are human-authored.
Some cosmetic cat skins and visual assets were created with the assistance of generative AI tools. All final assets are manually reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
The game's main soundtrack was created using generative AI. The game's promotional capsule artwork was also created with the assistance of generative AI. All other gameplay, programming, game design, pixel art, animations, visual effects, sound effects, UI, and game content were created by the developer.
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
Art assets (pre-generated): In-game scene backgrounds, UI icons, and store page promotional images are generated using Doubao as initial drafts. After manual screening, modification, and style unification, they are packaged into the game. All AI-generated art assets have been reviewed manually one by one, confirming that they do not contain any violations such as violence or pornography, and no copyrighted third-party assets have been used as input for generation. The AI tools used all have commercial use licenses.
Code (pre-generated): Some game logic code is generated with AI assistance during the development stage. After manual review, testing, and modification, it is compiled and packaged. The game does not call AI to generate code in real-time during runtime.
During the game's runtime, there is no AI-generated content in real-time. All AI-generated content visible to players are pre-generated static resources.
Some visual assets, including certain item artwork, icons, and promotional images, were created or assisted using generative AI. All AI-generated content was reviewed, edited, and curated by the development team before being included in the game.
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Setter uses generative AI in a limited way. The portrait images for fictional and youth players were created with AI image tools during development and ship as fixed assets: the game does not generate any content live while you play. Some promotional materials on this store page may also include AI-assisted artwork.
Some card‑art images were initially generated by generative‑AI tools, then manually edited, redrawn and processed by developers. No AI‑generated content is created during gameplay.
Some in-game art - including relic icons, character/enemy art, and background imagery - was created with the assistance of generative AI tools during development. Some written content, such as boss dialogue and relic/item flavor text, was drafted with the assistance of generative AI and then reviewed and edited by the development team before being included in the game.
Generative artificial intelligence was used to create the artwork for HexLight’s Steam achievement icons. The resulting images were reviewed and prepared for use by the developer.
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators.
Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay.
In this game, generative AI is used for the following purposes:
・Selecting options based on voice commands input by the user
・Generating portions of the display text
・Generating portions of the narration script
・The narration audio is created using a speech synthesis engine; generative AI is not used.
Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer.
This game uses artificial Intelligence to render some of the games artwork, such as 2D sprites and sound effects.
I've always loved the idle genre, AI has finally allowed me to create a game even with my somewhat limited artistic abilities.
Some of the artwork in this game was created with the assistance of generative AI tools as part of our development process. All AI-assisted content is reviewed, edited, and finalized by our human artists before being included in the game.
Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content.
The music in the store page trailer was AI-generated; no AI-generated content appears in the game itself. All images, texts, and sounds, were created by real humans.
The game contains a few voice lines that where generated using a text-to-speech service. I assume this service used some sort of gen-AI. For some translations an AI was used for proofreading.
Generative AI tools were used to assist in the creation of marketing artwork and store page assets. All game content is procedurally generated through Thalyn's proprietary algorithms
Yeah, I used some AI music. Big woop wanna fight about it? All other in-game assets are made by hoomans much more talented than myself.
Images on the store page are also currently AI generated placeholders. These will be replaced during Early Access with art by people.