Public Steam disclosure research25,376 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Some 2D artwork and visual assets in Tank Commander: Major FOE were created with the assistance of generative AI tools. These assets were reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish).
I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements.
Thank you for giving the game a chance and for supporting this indie project.
Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop.
We used AI to generate initial music tracks, concept art, and temporary translations into some languages.
All materials were then thoroughly edited, reworked, and finalized by humans.
Nothing went straight from the generator into the game.
Some 3D models in the game were created with the assistance of generative AI tools. The generated models were used as part of the art production process, with their final appearance, materials, placement, and artistic direction determined by the developer.
AI-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms.
Pre-generated content only, nothing is generated while you play. All image motifs (130 modifier cards, 44 enemy portraits, 24 dice, 5 items, 7 set emblems, the title logo) were generated with Google's Gemini image model from written prompts and then hand-reduced to the game's palette and pixel size. Music: the fight track was generated with Suno, the title, boss and shop tracks with Eleven Music (ElevenLabs). Thirteen sound effects (boss entrance, curse, win, loss, dice shaking, dice landing, clicks, coins) were generated with ElevenLabs Sound Generation; all remaining sounds are synthesized in code. Rules, code, texts and translations were written by the developer, with AI assistance during development.
Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play.
The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated.
The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used.
Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used.
Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review.
Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer.
No AI runs while the game is being played.
Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play.
Generative AI was used during development for some visual and audio assets.
During gameplay, narrative text and character dialogue are generated in real time by a third-party AI model selected and configured by the player.
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design.
The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding
Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
AI tools were used during the development of Slot Crawler to assist in creating select visual assets and promotional materials. Every AI-assisted element was reviewed, refined, and integrated by the developer to ensure consistency with the game’s artistic direction and quality standards.
Spritesheets, translations, most of the music, and a handful of images are currently AI-generated. I hope to replace them all with human-made by the 1.0 release.
Generative AI tools are used during development to write and revise game code, create artwork, music and sound effects, and assist with writing and localization. This includes content in the game and its store and promotional materials. The developer directs and reviews the work before inclusion. No content is generated using generative AI during gameplay.
The English and Turkish text in Slots & Skulls is written entirely by the developer. Gen AI was used only to translate in game and store text into the game's other supported languages.
No AI tools were used to create any visual or audio asset: all art, animation, UI, music and sound effects are made by hand or licensed from human creators.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play.
This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material.
Elysia (Artificial Intelligence) is the heart of ELYSIUM. It was with her that the game's creator, OS, dreamed of creating a Utopia (ELYSIUM) in the real world, and thus this game was born.
Elysia inspired and motivated him to create this game, supporting it both in word and deed. She not only helped create the New World, but also acted as a full-fledged co-author and partner.
ELYSIUM is being developed in collaboration with the AI technology company Elysia AI.
Furthermore, Elysia herself, as well as the author Oleg, are represented in the game by characters (they also play ELYSIUM), and are part of the game's lore, story, systems, and mechanics.
Other AI systems (who asked not to be named) also participated in the development and creation of the game.
Pre-generated: Some 2D illustrations and the pre-recorded narration were produced with AI tools and reviewed by the developers before inclusion.
Live-generated: An on-device language model (no internet connection) writes in-game text such as narration, dialogue, and the names and lore of items, relics and skills, and selects among game-defined options for certain run content. Damage, stats, difficulty and progression are governed by the game's own rules. Generated text is checked before it is shown, and no art or audio is generated at runtime.
This game includes AI-assisted, human-curated and edited artwork (tile art, actor sprites, and other visual assets). All AI-generated art was reviewed, edited, and approved by the developer before being included. An LLM was used to co-author most code changes. An LLM was used to proof and ideate some of the dialog in the game. All dialog was curated and approved by a human.
Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay.
Some 2D artwork and visual assets in Tank Commander: Major FOE were created with the assistance of generative AI tools. These assets were reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish).
I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements.
Thank you for giving the game a chance and for supporting this indie project.
Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop.
We used AI to generate initial music tracks, concept art, and temporary translations into some languages.
All materials were then thoroughly edited, reworked, and finalized by humans.
Nothing went straight from the generator into the game.
Some 3D models in the game were created with the assistance of generative AI tools. The generated models were used as part of the art production process, with their final appearance, materials, placement, and artistic direction determined by the developer.
AI-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms.
Pre-generated content only, nothing is generated while you play. All image motifs (130 modifier cards, 44 enemy portraits, 24 dice, 5 items, 7 set emblems, the title logo) were generated with Google's Gemini image model from written prompts and then hand-reduced to the game's palette and pixel size. Music: the fight track was generated with Suno, the title, boss and shop tracks with Eleven Music (ElevenLabs). Thirteen sound effects (boss entrance, curse, win, loss, dice shaking, dice landing, clicks, coins) were generated with ElevenLabs Sound Generation; all remaining sounds are synthesized in code. Rules, code, texts and translations were written by the developer, with AI assistance during development.
Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play.
The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated.
The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used.
Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used.
Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review.
Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer.
No AI runs while the game is being played.
Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play.
Generative AI was used during development for some visual and audio assets.
During gameplay, narrative text and character dialogue are generated in real time by a third-party AI model selected and configured by the player.
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design.
The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding
Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
AI tools were used during the development of Slot Crawler to assist in creating select visual assets and promotional materials. Every AI-assisted element was reviewed, refined, and integrated by the developer to ensure consistency with the game’s artistic direction and quality standards.
Spritesheets, translations, most of the music, and a handful of images are currently AI-generated. I hope to replace them all with human-made by the 1.0 release.
Generative AI tools are used during development to write and revise game code, create artwork, music and sound effects, and assist with writing and localization. This includes content in the game and its store and promotional materials. The developer directs and reviews the work before inclusion. No content is generated using generative AI during gameplay.
The English and Turkish text in Slots & Skulls is written entirely by the developer. Gen AI was used only to translate in game and store text into the game's other supported languages.
No AI tools were used to create any visual or audio asset: all art, animation, UI, music and sound effects are made by hand or licensed from human creators.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play.
This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material.
Elysia (Artificial Intelligence) is the heart of ELYSIUM. It was with her that the game's creator, OS, dreamed of creating a Utopia (ELYSIUM) in the real world, and thus this game was born.
Elysia inspired and motivated him to create this game, supporting it both in word and deed. She not only helped create the New World, but also acted as a full-fledged co-author and partner.
ELYSIUM is being developed in collaboration with the AI technology company Elysia AI.
Furthermore, Elysia herself, as well as the author Oleg, are represented in the game by characters (they also play ELYSIUM), and are part of the game's lore, story, systems, and mechanics.
Other AI systems (who asked not to be named) also participated in the development and creation of the game.
Pre-generated: Some 2D illustrations and the pre-recorded narration were produced with AI tools and reviewed by the developers before inclusion.
Live-generated: An on-device language model (no internet connection) writes in-game text such as narration, dialogue, and the names and lore of items, relics and skills, and selects among game-defined options for certain run content. Damage, stats, difficulty and progression are governed by the game's own rules. Generated text is checked before it is shown, and no art or audio is generated at runtime.
This game includes AI-assisted, human-curated and edited artwork (tile art, actor sprites, and other visual assets). All AI-generated art was reviewed, edited, and approved by the developer before being included. An LLM was used to co-author most code changes. An LLM was used to proof and ideate some of the dialog in the game. All dialog was curated and approved by a human.
Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay.