Public Steam disclosure research25,383 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Spring Tales uses generative AI in the following way:
Some of the game's 2D pixel-art assets — including certain characters, enemies, equipment and item icons, environment tiles, and user-interface elements — were created with the help of an AI-assisted art generation tool. Every AI-assisted asset was reviewed, edited, curated, and integrated by the developer to match the game's art style and quality standards.
No generative AI runs live during gameplay. The game does not generate any content in real time while you play — all art, text, and content shipped in the game is fixed and was produced during development.
We use about 15 seconds of AI footage in our trailer. All assets in the game are human authored.
We also use a local, small and offline LLM (meaning: no data ever leaves your computer, and it does not cause significant performance drops) as a Director that controls: enemy spawn and frequency of challenges, essentially choosing when to press with difficulty and when to hold the challenge based on parameters such as player frustration, boredom and an emergence metric.
This mechanic does not generate any text, narrative or story: it is just a mechanic that controls game balance to ensure the best challenge. And you can turn it off on the settings menu, if you want.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time.
Some of the game's visual assets (tilesets, textures, sprites) were created with the assistance of AI image generation tools (PixelLab), then manually edited and integrated by the developer. No AI is used to generate content at runtime or during gameplay.
Some of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top.
All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person.
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Generative AI tools were used during development to assist with the creation of game content. All generated products are carefully reviewed, edited, and assembled by the development team.
Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation.
Some AI generation for promotional imagery
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game.
Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services.
Some pre-generated artwork and audio were created with generative AI during development. These outputs are integrated as fixed assets; the game does not generate content live during gameplay or connect to a third-party AI service during gameplay.
AI generation was temporarily used for placeholder assets, sound effects, and code during early development. all of these will be replaced with custom work before the official launch. AI is not used at runtime.
Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game.
Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Generative AI was used to assist in creating some UI graphics, equipment graphic assets, and music, as well as to assist with programming. All generated content was reviewed and edited as needed by the developer. No live-generated AI content is used while the game is running.
Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game.
This game uses AI to analyze the meaning and intent of players’ natural-language input in real time, enabling players to interact with characters using their own words. AI is used solely for input analysis during gameplay. All dialogue and narrative content are written by the development team and are not generated by AI.
Protocell's soundtrack was generated with an AI music tool, and a few interface layouts were explored with the help of AI image tool. Everything else — the code, the design, the pixel art and the procedurally generated creatures — is hand-crafted or produced by the game's own engine. No generative AI runs in real time while you play.
Art: AI image tools assisted with 2D assets/icons; all final art was will be replaced by our artists based on original designs and concept.
Localization: Core languages were translated by our team; additional languages use AI-assisted translation.
This currently includes some 2D art assets (character, enemy, maps, and environment artwork and a few remaining icons), achievement icons and store artwork, and AI-assisted translation of the game's text into languages beyond the original Arabic & English, with human review. The in-game credits include an AI usage disclosure.
The game does not generate any content at runtime (no live AI-generated content)
Note: We are deliberately moving away from AI-generated assets. The AI-generated UI art set (themed frames, buttons and panel artwork) has already been removed from the build because it did not fit the game's art direction, and the interface now uses normal unity built elements; we will share that set only as a design concept while we look for an artist to rebuild the interface art from scratch. Our intent is to replace the remaining AI-generated images with original, non-AI artwork. We currently rely on AI only as a temporary baseline until we can work with experienced artists in Middle Eastern art to create the final assets.
Daily code audits using AI, mainly focussed on optimization.
Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release.
Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand.
No AI content is generated during gameplay.
We used AI-assisted tools during development to help create and iterate on internal game code, UI sprites, and some 3D model assets. All AI-assisted outputs were reviewed, edited, and approved by the development team before being included in the game. The game does not allow players to generate AI content during gameplay.
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind.
Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
AI was used only as a tool to speed things up.
Voice acting was done by professionals (including me).
SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process.
All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind.
Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
Spring Tales uses generative AI in the following way:
Some of the game's 2D pixel-art assets — including certain characters, enemies, equipment and item icons, environment tiles, and user-interface elements — were created with the help of an AI-assisted art generation tool. Every AI-assisted asset was reviewed, edited, curated, and integrated by the developer to match the game's art style and quality standards.
No generative AI runs live during gameplay. The game does not generate any content in real time while you play — all art, text, and content shipped in the game is fixed and was produced during development.
We use about 15 seconds of AI footage in our trailer. All assets in the game are human authored.
We also use a local, small and offline LLM (meaning: no data ever leaves your computer, and it does not cause significant performance drops) as a Director that controls: enemy spawn and frequency of challenges, essentially choosing when to press with difficulty and when to hold the challenge based on parameters such as player frustration, boredom and an emergence metric.
This mechanic does not generate any text, narrative or story: it is just a mechanic that controls game balance to ensure the best challenge. And you can turn it off on the settings menu, if you want.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time.
Some of the game's visual assets (tilesets, textures, sprites) were created with the assistance of AI image generation tools (PixelLab), then manually edited and integrated by the developer. No AI is used to generate content at runtime or during gameplay.
Some of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top.
All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person.
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Generative AI tools were used during development to assist with the creation of game content. All generated products are carefully reviewed, edited, and assembled by the development team.
Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation.
Some AI generation for promotional imagery
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game.
Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services.
Some pre-generated artwork and audio were created with generative AI during development. These outputs are integrated as fixed assets; the game does not generate content live during gameplay or connect to a third-party AI service during gameplay.
AI generation was temporarily used for placeholder assets, sound effects, and code during early development. all of these will be replaced with custom work before the official launch. AI is not used at runtime.
Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game.
Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Generative AI was used to assist in creating some UI graphics, equipment graphic assets, and music, as well as to assist with programming. All generated content was reviewed and edited as needed by the developer. No live-generated AI content is used while the game is running.
Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game.
This game uses AI to analyze the meaning and intent of players’ natural-language input in real time, enabling players to interact with characters using their own words. AI is used solely for input analysis during gameplay. All dialogue and narrative content are written by the development team and are not generated by AI.
Protocell's soundtrack was generated with an AI music tool, and a few interface layouts were explored with the help of AI image tool. Everything else — the code, the design, the pixel art and the procedurally generated creatures — is hand-crafted or produced by the game's own engine. No generative AI runs in real time while you play.
Art: AI image tools assisted with 2D assets/icons; all final art was will be replaced by our artists based on original designs and concept.
Localization: Core languages were translated by our team; additional languages use AI-assisted translation.
This currently includes some 2D art assets (character, enemy, maps, and environment artwork and a few remaining icons), achievement icons and store artwork, and AI-assisted translation of the game's text into languages beyond the original Arabic & English, with human review. The in-game credits include an AI usage disclosure.
The game does not generate any content at runtime (no live AI-generated content)
Note: We are deliberately moving away from AI-generated assets. The AI-generated UI art set (themed frames, buttons and panel artwork) has already been removed from the build because it did not fit the game's art direction, and the interface now uses normal unity built elements; we will share that set only as a design concept while we look for an artist to rebuild the interface art from scratch. Our intent is to replace the remaining AI-generated images with original, non-AI artwork. We currently rely on AI only as a temporary baseline until we can work with experienced artists in Middle Eastern art to create the final assets.
Daily code audits using AI, mainly focussed on optimization.
Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release.
Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand.
No AI content is generated during gameplay.
We used AI-assisted tools during development to help create and iterate on internal game code, UI sprites, and some 3D model assets. All AI-assisted outputs were reviewed, edited, and approved by the development team before being included in the game. The game does not allow players to generate AI content during gameplay.
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind.
Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
AI was used only as a tool to speed things up.
Voice acting was done by professionals (including me).
SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process.
All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind.
Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.