Public Steam disclosure research25,383 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time):
- Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer.
- Some in-game dungeon event content was drafted with AI assistance and edited by the developer.
- The announcement trailer was produced using AI tools.
The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping.
Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing.
Generative AI tools were used during the development of this game in the following ways:
- Art creation: AI was used to assist in generating and refining visual art assets.
- Mathematical computations: AI was used to perform complex mathematical calculations and to derive equations used in the game's systems.
All AI-generated content was reviewed and integrated by the development team.
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game.
Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content.
During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer.
Generative AI tools were used during development to assist in creating selected pre-generated 2D artwork used in the game and on the store page, including promotional illustrations and some visual assets. AI-assisted localization drafts were also used and subsequently reviewed and integrated by the developer. All included content was selected, edited, and prepared before release. The game does not generate AI content while running.
Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer.
Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
Elemancer is a solo-developed game. Every system, all gameplay code, the balance, and all writing are human-made and hand-tuned. The 2D art and audio were created with AI tools, then hand-curated, edited, and quality-checked asset by asset before shipping.
Generative AI tools were used in parts of this game's development, always under human creative direction.
Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist.
Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks.
Code: The game's code was generated using AI coding tools.
All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay.
The key art on this store page, on the splash screen and on the menu cards was created using generative AI tools and then edited by hand. Nothing inside the game itself is AI-generated. Every visual in play is procedural — drawn by code at runtime — and all audio is ynthesised in real time. The build ships with no textures, no meshes, no sprites and no audio files.
AI-assisted tools were used during development. All final content was reviewed and approved by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some visual assets used in the game and its store presentation were created or refined with the assistance of generative AI and were subsequently reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
The key art used in this game's store capsules and cover was created with the assistance of generative AI tools, then edited and composited by the developer (logo and layout added manually). AI tools were also used to assist with translating menu text and store page descriptions. All gameplay content — code, in-game sprites, animations, music, and sound effects — was created by human artists or licensed from human-made asset packs. No AI-generated content appears in the game itself.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
Generative AI tools were used during development to create all visual artwork, sound effects, and music in Matchinko, including artwork used in store and marketing materials. AI tools also assisted with code, debugging, and drafts of some written content. All generated material was reviewed, selected, edited, tested, and integrated by the developer before inclusion. The game does not generate content using AI at runtime, connect to external AI services during play, or send player data to AI systems.
Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects.
These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future.
Some in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay.
GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems.
Generative AI has only been used in the process of localization to serve our international players. We are trying our best to minimalize through out the process of localization.
This game contains pre-generated visual, audio, and text assets created with generative AI and selected, directed, edited, and integrated by the developer. It does not use live-generated AI content during gameplay.
Some card illustrations were created with the assistance of generative AI during development, then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with portions of the game’s code, including implementation, debugging, refactoring, and testing. The resulting code was reviewed, edited, integrated, and tested before inclusion in the shipped build. The game does not contain a generative AI model, does not connect to a generative AI service, does not accept player prompts, and does not generate code or other AI content while running.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Loot Survivors is made by one person.
I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text.
Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work.
Nothing is generated while you play. All content ships inside the build.
To create a better context and focus on the essential parts of the game, we used AI to help create some background art. After AI generated these images, our artists still had to refine them to ensure the style of the background.
Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
Some visual assets (character portraits, dice, and background pixel art) were created with the assistance of generative AI tools and were then curated and edited by the developer. The soundtrack was created with Suno under a paid commercial license. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI at runtime.
All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI.
Some visual assets and UI elements were created with the assistance of AI tools during development.
When you are trapped inside a machine, you must use the machine's tools.
We are sorry. It was the only way to reach you.
Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time):
- Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer.
- Some in-game dungeon event content was drafted with AI assistance and edited by the developer.
- The announcement trailer was produced using AI tools.
The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping.
Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing.
Generative AI tools were used during the development of this game in the following ways:
- Art creation: AI was used to assist in generating and refining visual art assets.
- Mathematical computations: AI was used to perform complex mathematical calculations and to derive equations used in the game's systems.
All AI-generated content was reviewed and integrated by the development team.
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game.
Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content.
During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer.
Generative AI tools were used during development to assist in creating selected pre-generated 2D artwork used in the game and on the store page, including promotional illustrations and some visual assets. AI-assisted localization drafts were also used and subsequently reviewed and integrated by the developer. All included content was selected, edited, and prepared before release. The game does not generate AI content while running.
Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer.
Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
Elemancer is a solo-developed game. Every system, all gameplay code, the balance, and all writing are human-made and hand-tuned. The 2D art and audio were created with AI tools, then hand-curated, edited, and quality-checked asset by asset before shipping.
Generative AI tools were used in parts of this game's development, always under human creative direction.
Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist.
Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks.
Code: The game's code was generated using AI coding tools.
All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay.
The key art on this store page, on the splash screen and on the menu cards was created using generative AI tools and then edited by hand. Nothing inside the game itself is AI-generated. Every visual in play is procedural — drawn by code at runtime — and all audio is ynthesised in real time. The build ships with no textures, no meshes, no sprites and no audio files.
AI-assisted tools were used during development. All final content was reviewed and approved by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some visual assets used in the game and its store presentation were created or refined with the assistance of generative AI and were subsequently reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
The key art used in this game's store capsules and cover was created with the assistance of generative AI tools, then edited and composited by the developer (logo and layout added manually). AI tools were also used to assist with translating menu text and store page descriptions. All gameplay content — code, in-game sprites, animations, music, and sound effects — was created by human artists or licensed from human-made asset packs. No AI-generated content appears in the game itself.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
Generative AI tools were used during development to create all visual artwork, sound effects, and music in Matchinko, including artwork used in store and marketing materials. AI tools also assisted with code, debugging, and drafts of some written content. All generated material was reviewed, selected, edited, tested, and integrated by the developer before inclusion. The game does not generate content using AI at runtime, connect to external AI services during play, or send player data to AI systems.
Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects.
These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future.
Some in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay.
GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems.
Generative AI has only been used in the process of localization to serve our international players. We are trying our best to minimalize through out the process of localization.
This game contains pre-generated visual, audio, and text assets created with generative AI and selected, directed, edited, and integrated by the developer. It does not use live-generated AI content during gameplay.
Some card illustrations were created with the assistance of generative AI during development, then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with portions of the game’s code, including implementation, debugging, refactoring, and testing. The resulting code was reviewed, edited, integrated, and tested before inclusion in the shipped build. The game does not contain a generative AI model, does not connect to a generative AI service, does not accept player prompts, and does not generate code or other AI content while running.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Loot Survivors is made by one person.
I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text.
Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work.
Nothing is generated while you play. All content ships inside the build.
To create a better context and focus on the essential parts of the game, we used AI to help create some background art. After AI generated these images, our artists still had to refine them to ensure the style of the background.
Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
Some visual assets (character portraits, dice, and background pixel art) were created with the assistance of generative AI tools and were then curated and edited by the developer. The soundtrack was created with Suno under a paid commercial license. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI at runtime.
All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI.
Some visual assets and UI elements were created with the assistance of AI tools during development.
When you are trapped inside a machine, you must use the machine's tools.
We are sorry. It was the only way to reach you.