Public Steam disclosure research25,383 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems.
Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
This game uses generative AI in two ways. (1) Live generation: narrative text and NPC dialogue are generated in real time based on the player's choices and current game state. Illustrative images for locations, scenes and items are also generated on demand the first time such an element appears, then cached and reused. Core game rules, numerical outcomes, inventory changes, and progression are always resolved by deterministic game systems. Live text generation is governed by server-side content rules that cannot be directly modified by player input. Live image generation uses server-controlled prompt templates based on structured game data (entity type, name, and a short in-world description) within a fixed ink-painting style; players cannot directly provide image-generation prompts. (2) Development-time generation: some static art assets (including location, scene, item and background illustrations) were generated with image-generation AI tools during development. Store-facing marketing assets and selected screenshots containing such artwork were reviewed by a human before publication. Store page copy was drafted with AI assistance and reviewed by a human.
本游戏以两种方式使用生成式AI。(1)实时生成:叙事文本与NPC对话根据玩家选择与当前游戏状态实时生成;地点/场景/物品的插画也会在其首次出现时按需生成,之后缓存复用。核心规则、数值结算、物品变动与进度始终由确定性游戏系统裁定。实时文本生成受服务端内容规则约束(玩家输入无法直接修改);实时图像生成使用服务端控制的提示词模板,基于结构化游戏数据(实体类别、名称与简短的世界内描述)并锁定水墨画风格,玩家不能直接书写图像提示词。(2)开发期生成:部分静态美术素材(包括地点、场景、物品与背景插画)在开发过程中使用图像生成AI制作;用于商店宣传以及所选商店截图中的相关素材均经过人工审阅后发布。商店页文案由AI辅助创作、经人工审定。
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
This game uses AI-generated imagery. Character portraits, backgrounds, card illustrations, and UI assets were created with generative AI image tools, then reviewed, edited to fit the game's art direction. Store page capsules use the same artwork.
Writing, game design, code, and systems are authored by a human developer. Nothing is generated while the game is running.
The pixel art in Taskforge — character and enemy sprites, animation frames, item and UI icons, scenery pieces and the game's emblem — was produced with the help of an AI image generation tool during development. Every generated asset was reviewed, selected, edited and assembled by hand, and ships as a fixed image file. Nothing is generated while you play: the game contains only static assets and never calls an AI service at runtime. Code, game design, balance data and all written text were made by the developer.
Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.
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.
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.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Generative AI tools were used to assist with programming during development and to support the creation of some of the game's music. All AI-assisted content was reviewed and integrated by the developer.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game.
The English and Spanish text was machine-translated from the original Korean.
Parts of the source code were written with an AI coding assistant, under the developer's direction and review.
Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font.
Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime.
Parts of this game's content were created with generative AI tools:
- 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer.
- The English localization was AI-translated from the original Chinese text and then reviewed by the developer.
- Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant.
- Some store page and marketing artwork was produced with AI image tools.
All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated.
AI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer.
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
This game was developed with the help of generative AI.
- Generative AI was used to write and translate text (slime descriptions,
in-game wording, and the English localisation). All of it was reviewed
and edited by a human.
- Generative AI was also used to write program code.
- The slime pixel art is not image-generated. It is drawn by a rendering
program written for this game.
- No AI runs while the game is playing. The game makes no network
connections and calls no AI models.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game.
No content is generated at runtime; everything ships with the build as pre-generated assets.
Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime.
This game contains pre-generated 2D artwork and source code created with ChatGPT during development. All game source code was generated with ChatGPT, then reviewed, tested, debugged, and integrated by the developer. The artwork was generated from original prompts written for Gravefire Tavern, then reviewed, selected, edited, composited, cropped, and integrated by the developer. No generative AI runs during gameplay, and no player input is sent to an AI service.
Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
Some visual assets in the game, including certain card illustrations and UI elements, were created with the assistance of generative AI tools. These assets were generated during development and are included as pre-generated content in the game.
This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems.
Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
This game uses generative AI in two ways. (1) Live generation: narrative text and NPC dialogue are generated in real time based on the player's choices and current game state. Illustrative images for locations, scenes and items are also generated on demand the first time such an element appears, then cached and reused. Core game rules, numerical outcomes, inventory changes, and progression are always resolved by deterministic game systems. Live text generation is governed by server-side content rules that cannot be directly modified by player input. Live image generation uses server-controlled prompt templates based on structured game data (entity type, name, and a short in-world description) within a fixed ink-painting style; players cannot directly provide image-generation prompts. (2) Development-time generation: some static art assets (including location, scene, item and background illustrations) were generated with image-generation AI tools during development. Store-facing marketing assets and selected screenshots containing such artwork were reviewed by a human before publication. Store page copy was drafted with AI assistance and reviewed by a human.
本游戏以两种方式使用生成式AI。(1)实时生成:叙事文本与NPC对话根据玩家选择与当前游戏状态实时生成;地点/场景/物品的插画也会在其首次出现时按需生成,之后缓存复用。核心规则、数值结算、物品变动与进度始终由确定性游戏系统裁定。实时文本生成受服务端内容规则约束(玩家输入无法直接修改);实时图像生成使用服务端控制的提示词模板,基于结构化游戏数据(实体类别、名称与简短的世界内描述)并锁定水墨画风格,玩家不能直接书写图像提示词。(2)开发期生成:部分静态美术素材(包括地点、场景、物品与背景插画)在开发过程中使用图像生成AI制作;用于商店宣传以及所选商店截图中的相关素材均经过人工审阅后发布。商店页文案由AI辅助创作、经人工审定。
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
This game uses AI-generated imagery. Character portraits, backgrounds, card illustrations, and UI assets were created with generative AI image tools, then reviewed, edited to fit the game's art direction. Store page capsules use the same artwork.
Writing, game design, code, and systems are authored by a human developer. Nothing is generated while the game is running.
The pixel art in Taskforge — character and enemy sprites, animation frames, item and UI icons, scenery pieces and the game's emblem — was produced with the help of an AI image generation tool during development. Every generated asset was reviewed, selected, edited and assembled by hand, and ships as a fixed image file. Nothing is generated while you play: the game contains only static assets and never calls an AI service at runtime. Code, game design, balance data and all written text were made by the developer.
Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.
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.
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.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Generative AI tools were used to assist with programming during development and to support the creation of some of the game's music. All AI-assisted content was reviewed and integrated by the developer.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game.
The English and Spanish text was machine-translated from the original Korean.
Parts of the source code were written with an AI coding assistant, under the developer's direction and review.
Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font.
Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime.
Parts of this game's content were created with generative AI tools:
- 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer.
- The English localization was AI-translated from the original Chinese text and then reviewed by the developer.
- Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant.
- Some store page and marketing artwork was produced with AI image tools.
All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated.
AI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer.
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
This game was developed with the help of generative AI.
- Generative AI was used to write and translate text (slime descriptions,
in-game wording, and the English localisation). All of it was reviewed
and edited by a human.
- Generative AI was also used to write program code.
- The slime pixel art is not image-generated. It is drawn by a rendering
program written for this game.
- No AI runs while the game is playing. The game makes no network
connections and calls no AI models.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game.
No content is generated at runtime; everything ships with the build as pre-generated assets.
Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime.
This game contains pre-generated 2D artwork and source code created with ChatGPT during development. All game source code was generated with ChatGPT, then reviewed, tested, debugged, and integrated by the developer. The artwork was generated from original prompts written for Gravefire Tavern, then reviewed, selected, edited, composited, cropped, and integrated by the developer. No generative AI runs during gameplay, and no player input is sent to an AI service.
Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
Some visual assets in the game, including certain card illustrations and UI elements, were created with the assistance of generative AI tools. These assets were generated during development and are included as pre-generated content in the game.
This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.