Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
We are actively working to replace all placeholder AI art before launch. While we aim for a fully human-crafted experience, a few minor assets may still remain at release.
AI tools were also used to assist with localizing the game and store page.
All 3D in-game art was created by human artists or derived from real-world museum photoscans. (See the credits menu for full attributions.)
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.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI.
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
During the development of Cash & Stash: A Vaultkeeper Story, we used tools that include AI-assisted features to help streamline production. However, no game content was created using generative AI.
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 games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game)
Generative AI tools (such as Gemini) were used during development to assist in creating graphic design elements for in-game parody VHS cover art and store page graphic assets. All AI-generated artwork was manually curated, edited, and formatted into final 3D texture maps for the game's assets.
Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials.
Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input.
Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand.
The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
We used generative AI tools during development in the following ways:
3D character models: The models for the supernatural guests (Nightmare, Goblin, Vampire, Devil), the merchant Djinn, and the trapped travelers were generated using AI tools (Meshy AI, with concept images from Google Gemini image models), then rigged, animated, retextured, lit, and integrated by hand in Unity.
Store artwork: The capsule key art was created with AI image generation tools and composed by hand.
Code: Portions of the game's source code were written with AI coding assistance and reviewed by the developer.
All AI-generated content was created by the developer using licensed tools, and all final assets were manually edited, integrated, and tested. No AI-generated content is produced live during gameplay — everything shipped in the game is pre-made and fixed.
This game uses AI-assisted tools during the development process to support the solo developer's workflow:
- 2D Art & Textures: Some background textures, UI elements, and concept art references were initially drafted using AI tools, followed by extensive manual repainting, editing, and refinement. All character designs, 3D models, are fully crafted and hand-painted by human artists. The story context is designed by myself.
- Audio: Certain background music tracks and ambient prototypes were generated with AI assistance. Character voice acting in story and core themes are produced by human creators.
No real-time (live-generated) AI is used during runtime.
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.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
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.
Some art and audio in Bunker And Friends was produced with generative AI tools during development. This includes store and marketing artwork — the key art, store capsules, and logo elements — and some sound effects and music. All of it was generated ahead of time and ships as fixed assets. The game does not generate any content using AI while you play, and it does not connect to any external AI service during gameplay.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
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.
Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets.
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
The bartender's side of every conversation is generated live, while you play, by a language model that ships inside the game and runs on your own computer. Nothing you type or say is sent anywhere. There is no account, no server, and no internet connection required — the game works with the network unplugged. When the character speaks her lines aloud, that audio is synthesised locally by the same install.
Everything else in the game is authored by hand: the world and its writing, the cast of regulars, the drink recipes, the art, and the rules the bartender plays by.
Because her dialogue is generated rather than scripted, it cannot be listed in advance. The controls on it are: a fixed authored prompt that defines the character, the setting, and what she will and will not do; a filtered generation pipeline; and a specific model chosen and regression-tested against an automated suite of behavioural checks before it ships. Anything the character has remembered about you can be viewed and permanently deleted from inside the game at any time.
We use AI to aid the team with coding and refactoring more quickly, texturing assets and background faster, and creating highly detailed cinematics. We have both original and AI generated music & sound effects.
We DO NOT use AI for our story, narratives, dialog, 3D models, or character animations.
The code, the in-game text and its translations into six languages were written with the help of an AI assistant, then reviewed and edited by the developer.
No images or audio were AI-generated: all artwork is built from licensed photography, a licensed typeface and licensed icons, and all sound comes from a licensed royalty-free library. Full credits are in the game.
Nothing is generated while you play — the game makes no network requests at all.
We are actively working to replace all placeholder AI art before launch. While we aim for a fully human-crafted experience, a few minor assets may still remain at release.
AI tools were also used to assist with localizing the game and store page.
All 3D in-game art was created by human artists or derived from real-world museum photoscans. (See the credits menu for full attributions.)
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.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI.
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
During the development of Cash & Stash: A Vaultkeeper Story, we used tools that include AI-assisted features to help streamline production. However, no game content was created using generative AI.
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 games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game)
Generative AI tools (such as Gemini) were used during development to assist in creating graphic design elements for in-game parody VHS cover art and store page graphic assets. All AI-generated artwork was manually curated, edited, and formatted into final 3D texture maps for the game's assets.
Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials.
Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input.
Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand.
The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
We used generative AI tools during development in the following ways:
3D character models: The models for the supernatural guests (Nightmare, Goblin, Vampire, Devil), the merchant Djinn, and the trapped travelers were generated using AI tools (Meshy AI, with concept images from Google Gemini image models), then rigged, animated, retextured, lit, and integrated by hand in Unity.
Store artwork: The capsule key art was created with AI image generation tools and composed by hand.
Code: Portions of the game's source code were written with AI coding assistance and reviewed by the developer.
All AI-generated content was created by the developer using licensed tools, and all final assets were manually edited, integrated, and tested. No AI-generated content is produced live during gameplay — everything shipped in the game is pre-made and fixed.
This game uses AI-assisted tools during the development process to support the solo developer's workflow:
- 2D Art & Textures: Some background textures, UI elements, and concept art references were initially drafted using AI tools, followed by extensive manual repainting, editing, and refinement. All character designs, 3D models, are fully crafted and hand-painted by human artists. The story context is designed by myself.
- Audio: Certain background music tracks and ambient prototypes were generated with AI assistance. Character voice acting in story and core themes are produced by human creators.
No real-time (live-generated) AI is used during runtime.
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.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
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.
Some art and audio in Bunker And Friends was produced with generative AI tools during development. This includes store and marketing artwork — the key art, store capsules, and logo elements — and some sound effects and music. All of it was generated ahead of time and ships as fixed assets. The game does not generate any content using AI while you play, and it does not connect to any external AI service during gameplay.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
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.
Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets.
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
The bartender's side of every conversation is generated live, while you play, by a language model that ships inside the game and runs on your own computer. Nothing you type or say is sent anywhere. There is no account, no server, and no internet connection required — the game works with the network unplugged. When the character speaks her lines aloud, that audio is synthesised locally by the same install.
Everything else in the game is authored by hand: the world and its writing, the cast of regulars, the drink recipes, the art, and the rules the bartender plays by.
Because her dialogue is generated rather than scripted, it cannot be listed in advance. The controls on it are: a fixed authored prompt that defines the character, the setting, and what she will and will not do; a filtered generation pipeline; and a specific model chosen and regression-tested against an automated suite of behavioural checks before it ships. Anything the character has remembered about you can be viewed and permanently deleted from inside the game at any time.
We use AI to aid the team with coding and refactoring more quickly, texturing assets and background faster, and creating highly detailed cinematics. We have both original and AI generated music & sound effects.
We DO NOT use AI for our story, narratives, dialog, 3D models, or character animations.
The code, the in-game text and its translations into six languages were written with the help of an AI assistant, then reviewed and edited by the developer.
No images or audio were AI-generated: all artwork is built from licensed photography, a licensed typeface and licensed icons, and all sound comes from a licensed royalty-free library. Full credits are in the game.
Nothing is generated while you play — the game makes no network requests at all.