Public Steam disclosure research25,999 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content.
Some graphical assets, musical assets, localization, and portions of code were partially created with the assistance of generative AI programs and large language models (LLMs).
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative.
Flux Tower Defense uses generative AI in the following development areas:
• Store page artwork: Main, header, library, small, and vertical capsule images, library hero, library header, and page background were created using AI image generation tools with human direction, prompt iteration, and post-processing. The "FLUX TOWER DEFENSE" wordmark typography was added manually.
• Achievement icons: The 20 in-game achievement icons were generated with AI image tools using hand-authored prompts and manually curated selections.
• Localization: Non-English store page descriptions were translated with AI assistance and reviewed before publication.
The game's runtime contains NO generative AI. All gameplay systems (towers, enemies, traps, waves, pathfinding, damage, upgrades), UI, and in-game visuals are deterministic code rendered live via HTML5 Canvas 2D. There are no pre-rendered sprites, no AI-generated game content, and no AI inference during play.
The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited.
This title uses generative AI for part of its localization process.
AI-generated translation drafts are reviewed and edited by the developer before implementation.
No content is dynamically generated by generative AI during gameplay.
This game was made available in many languages thanks to generative AI. Creation of some assets was performed or aided by generative AI tools.
If you ever beat an open-world game, you probably used more power than was used to generate all the assets in this game, including the ones that went unused. If you 100%'d that game, you used much, much more.
AI-assisted tools were used in the creation of some background images included in the game.
AI-assisted translation was also used for the English and Korean localization. The translated text was reviewed and adjusted during development.
There is no content generated by AI in real time during gameplay.
This game utilizes AI-assisted technologies in its development process. Generative AI was used to assist in writing code, refining localized text, and generating certain background ambient music and sound effects. Additionally, AI tools were used to help conceptualize and refine the unique "Shadow Puppetry" and "Ink-wash" artistic style assets to ensure a high-quality visual experience.
This game uses live-generated AI content during gameplay. Specifically, parts of the audio/signal layer are generated in real time based on game state and player interactions. No user prompts or user-generated text/images are required to play.
Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance.
Generative AI is used to assist with localization/translation. All localized text is reviewed and edited by the developer.
Generative AI is used to generate steam capsule image and asset. Act as placeholder
- Visual art: A portion of the pixel-art tiles and select character sprites were generated using PixelLab AI (pixellab.ai), then composited, edited, and integrated by the developer.
- Audio: Background music tracks were generated with AI music tools, then exported and sequenced into the game.
- Code & narrative writing: Game code and the in-game chronicler text (Brom's journal entries) were drafted with AI assistance (Anthropic's Claude) and edited by the developer.
Generative AI was used during the development process to create character illustrations for the cards. All AI-generated content has been reviewed, manually refined, and edited by our team to ensure it does not include any illegal or infringing material.
Generative AI tools are used to translate text into different languages and to create visual assets. All content is reviewed and manually edited before being included in the game.
AI was NOT used to generate code, text, art or music for the game itself. It was also NOT used for any artwork used on Steam.
I'm rubbish at marketing so I used it to help write the store descriptions (this is literally the only thing steam related I used it for) and to help develop a marketing plan for me.
AI tools including ChatGPT, Gemini, Meshy, Tripo, and Fish AI
were used to assist in generating some concepts, translations,
voiceovers, and distant model processing.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All cat sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
- Some 2D assets were generated partly with AI (with human pre and post passes).
- Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch.
Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay.
In Us is developed by a small independent studio in Japan. We incorporate generative AI tools into our development pipeline to assist in the creation of certain art assets. However, every asset included in the final game is reviewed, refined, and finalized by our human artists. No asset exists in the game without human authorship.
We chose to disclose this openly because players deserve to know how the games they play are made. We understand the concerns the creative community has about generative AI, and we are committed to keeping human craft at the center of our work — both now and in everything we make in the future.
Our Creative Approach: A Human-First Duo and AI Disclosure
We are a passionate two-person team dedicated to bringing 1101 to life. To achieve the visual depth and cinematic quality we envisioned as a small studio, we utilized AI-assisted tools specifically for cinematic refinement, 3D texturing and modeling.
Here is exactly how we use AI to support our hand-crafted work:
From Concept to 3D Reality
Our 3D creation process combines traditional artistry with modern efficiency. Once we finalize a self-made image reference, hand-drawn sketch or a custom-generated image reference, we use AI-assisted modeling tools to convert that 2D vision into a 3D base mesh.
The Human Touch
This AI-assisted object is only the starting point. As a two-person team, we then step in to manually refine the geometry, adjust the proportions, and hand-modify the details. This "Human-in-the-Loop" approach allows us to bridge the gap between a 2D idea and a high-quality 3D asset, ensuring every object fits perfectly within our world’s hand-crafted design.
Cinematics: AI tools helped us polish visuals in our cinematics, allowing us to deliver high-quality storytelling that would typically require a much larger team.
Everything else is human-made. From the core gameplay mechanics and level design to the dialogue, music, and sound effects, every "soul" of this game comes directly from our hands. Ultimately, being an indie underdog means being resourceful. Using these tools wasn't about cutting corners; it was about bridging the gap to deliver a high-quality experience that a duo could otherwise never achieve. We’ve used technology to work harder on what matters most: making a game you'll love to play.
This game uses generative artificial intelligence to dynamically create towns, facilities, dungeons, NPCs, dialogue, event text, and some illustrations based on the player's actions and the current game state.
Rather than relying only on fixed scenarios, the game is designed so that each playthrough can produce different events, encounters, and story developments.
Some character images, backgrounds, and illustrations are also generated by AI.
Generated content is controlled according to the game's design rules and moderation systems.
Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made.
This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer.
Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running.
During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles:
- Translating store descriptions and in-game text into different languages
- Acting as a helper assistant during code writing
All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game.
This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content.
Some graphical assets, musical assets, localization, and portions of code were partially created with the assistance of generative AI programs and large language models (LLMs).
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative.
Flux Tower Defense uses generative AI in the following development areas:
• Store page artwork: Main, header, library, small, and vertical capsule images, library hero, library header, and page background were created using AI image generation tools with human direction, prompt iteration, and post-processing. The "FLUX TOWER DEFENSE" wordmark typography was added manually.
• Achievement icons: The 20 in-game achievement icons were generated with AI image tools using hand-authored prompts and manually curated selections.
• Localization: Non-English store page descriptions were translated with AI assistance and reviewed before publication.
The game's runtime contains NO generative AI. All gameplay systems (towers, enemies, traps, waves, pathfinding, damage, upgrades), UI, and in-game visuals are deterministic code rendered live via HTML5 Canvas 2D. There are no pre-rendered sprites, no AI-generated game content, and no AI inference during play.
The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited.
This title uses generative AI for part of its localization process.
AI-generated translation drafts are reviewed and edited by the developer before implementation.
No content is dynamically generated by generative AI during gameplay.
This game was made available in many languages thanks to generative AI. Creation of some assets was performed or aided by generative AI tools.
If you ever beat an open-world game, you probably used more power than was used to generate all the assets in this game, including the ones that went unused. If you 100%'d that game, you used much, much more.
AI-assisted tools were used in the creation of some background images included in the game.
AI-assisted translation was also used for the English and Korean localization. The translated text was reviewed and adjusted during development.
There is no content generated by AI in real time during gameplay.
This game utilizes AI-assisted technologies in its development process. Generative AI was used to assist in writing code, refining localized text, and generating certain background ambient music and sound effects. Additionally, AI tools were used to help conceptualize and refine the unique "Shadow Puppetry" and "Ink-wash" artistic style assets to ensure a high-quality visual experience.
This game uses live-generated AI content during gameplay. Specifically, parts of the audio/signal layer are generated in real time based on game state and player interactions. No user prompts or user-generated text/images are required to play.
Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance.
Generative AI is used to assist with localization/translation. All localized text is reviewed and edited by the developer.
Generative AI is used to generate steam capsule image and asset. Act as placeholder
- Visual art: A portion of the pixel-art tiles and select character sprites were generated using PixelLab AI (pixellab.ai), then composited, edited, and integrated by the developer.
- Audio: Background music tracks were generated with AI music tools, then exported and sequenced into the game.
- Code & narrative writing: Game code and the in-game chronicler text (Brom's journal entries) were drafted with AI assistance (Anthropic's Claude) and edited by the developer.
Generative AI was used during the development process to create character illustrations for the cards. All AI-generated content has been reviewed, manually refined, and edited by our team to ensure it does not include any illegal or infringing material.
Generative AI tools are used to translate text into different languages and to create visual assets. All content is reviewed and manually edited before being included in the game.
AI was NOT used to generate code, text, art or music for the game itself. It was also NOT used for any artwork used on Steam.
I'm rubbish at marketing so I used it to help write the store descriptions (this is literally the only thing steam related I used it for) and to help develop a marketing plan for me.
AI tools including ChatGPT, Gemini, Meshy, Tripo, and Fish AI
were used to assist in generating some concepts, translations,
voiceovers, and distant model processing.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All cat sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
- Some 2D assets were generated partly with AI (with human pre and post passes).
- Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch.
Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay.
In Us is developed by a small independent studio in Japan. We incorporate generative AI tools into our development pipeline to assist in the creation of certain art assets. However, every asset included in the final game is reviewed, refined, and finalized by our human artists. No asset exists in the game without human authorship.
We chose to disclose this openly because players deserve to know how the games they play are made. We understand the concerns the creative community has about generative AI, and we are committed to keeping human craft at the center of our work — both now and in everything we make in the future.
Our Creative Approach: A Human-First Duo and AI Disclosure
We are a passionate two-person team dedicated to bringing 1101 to life. To achieve the visual depth and cinematic quality we envisioned as a small studio, we utilized AI-assisted tools specifically for cinematic refinement, 3D texturing and modeling.
Here is exactly how we use AI to support our hand-crafted work:
From Concept to 3D Reality
Our 3D creation process combines traditional artistry with modern efficiency. Once we finalize a self-made image reference, hand-drawn sketch or a custom-generated image reference, we use AI-assisted modeling tools to convert that 2D vision into a 3D base mesh.
The Human Touch
This AI-assisted object is only the starting point. As a two-person team, we then step in to manually refine the geometry, adjust the proportions, and hand-modify the details. This "Human-in-the-Loop" approach allows us to bridge the gap between a 2D idea and a high-quality 3D asset, ensuring every object fits perfectly within our world’s hand-crafted design.
Cinematics: AI tools helped us polish visuals in our cinematics, allowing us to deliver high-quality storytelling that would typically require a much larger team.
Everything else is human-made. From the core gameplay mechanics and level design to the dialogue, music, and sound effects, every "soul" of this game comes directly from our hands. Ultimately, being an indie underdog means being resourceful. Using these tools wasn't about cutting corners; it was about bridging the gap to deliver a high-quality experience that a duo could otherwise never achieve. We’ve used technology to work harder on what matters most: making a game you'll love to play.
This game uses generative artificial intelligence to dynamically create towns, facilities, dungeons, NPCs, dialogue, event text, and some illustrations based on the player's actions and the current game state.
Rather than relying only on fixed scenarios, the game is designed so that each playthrough can produce different events, encounters, and story developments.
Some character images, backgrounds, and illustrations are also generated by AI.
Generated content is controlled according to the game's design rules and moderation systems.
Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made.
This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer.
Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running.
During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles:
- Translating store descriptions and in-game text into different languages
- Acting as a helper assistant during code writing
All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game.