Public Steam disclosure research25,376 disclosures tracked
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Some game assets — including weapon/UI icons, character voice lines, and key art — were created with the
assistance of generative AI tools. All AI-generated content was reviewed and edited by the development team.
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
Generative AI tools were used during development to assist with portions of the game’s interface and narrative text, programming, procedurally constructed 2D visual elements, and marketing materials. All included content was reviewed, edited, and integrated by the developer. Tide & Crown does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used to assist in creating all pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
This game includes some static images and audio materials that were pre-generated by AI tools during the development stage and have been incorporated into the game. They were not generated in real time.
Generative AI tools were used during development to assist with portions of programming code and to draft portions of the store-page text. All outputs were reviewed and edited by the development team. No AI-generated artwork, audio, or other visual assets are included in the released game or store materials. The game does not use generative AI during gameplay.
Generative AI tools were used during development to create and edit some visual assets and promotional artwork, and to assist with portions of the game's code. All AI-assisted content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay.
Generative AI was used to assist with drafting and editing portions of the Steam store page description and marketing copy. All AI-assisted text was reviewed, revised, and approved by the development team before publication. No AI-generated content is used during gameplay.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
Iron Command uses generative AI for part of its content:
• 3D models and their textures were generated with AI. Every model was then cleaned up, scaled, oriented and assembled into the game by hand.
• The key art used on the title screen and for the store images was generated with an image model and edited afterwards.
• The spoken mission briefings and unit voice lines are produced with a text-to-speech system from scripts written by the developer.
Game design, programming, level design, balancing and all written text are the developer's own work, created without generative AI.
Generative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
Some of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service.
AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game.
Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included:
- Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game.
- Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools.
No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage.
Currently, the game uses around 10% conceptual/placeholder AI-generated textures. All of these placeholders will be completely replaced prior to the 1.0 full release.
The following are temporary AI placeholder textures:
- Most UI buttons
- Vehicle textures
- The home screen
- The mouse cursor
- Most of the shop scene
- All bridges
The following are NOT AI textures (100% custom-made):
- All enemy models and textures (minus the boss "evil reforged bot mk9001")
- All item icons and textures
- All levels (except for the underground bunker and frozen ridge, which temporarily share the home screen texture)
Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay.
Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer.
No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human.
Some game assets — including weapon/UI icons, character voice lines, and key art — were created with the
assistance of generative AI tools. All AI-generated content was reviewed and edited by the development team.
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
Generative AI tools were used during development to assist with portions of the game’s interface and narrative text, programming, procedurally constructed 2D visual elements, and marketing materials. All included content was reviewed, edited, and integrated by the developer. Tide & Crown does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used to assist in creating all pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
This game includes some static images and audio materials that were pre-generated by AI tools during the development stage and have been incorporated into the game. They were not generated in real time.
Generative AI tools were used during development to assist with portions of programming code and to draft portions of the store-page text. All outputs were reviewed and edited by the development team. No AI-generated artwork, audio, or other visual assets are included in the released game or store materials. The game does not use generative AI during gameplay.
Generative AI tools were used during development to create and edit some visual assets and promotional artwork, and to assist with portions of the game's code. All AI-assisted content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay.
Generative AI was used to assist with drafting and editing portions of the Steam store page description and marketing copy. All AI-assisted text was reviewed, revised, and approved by the development team before publication. No AI-generated content is used during gameplay.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
Iron Command uses generative AI for part of its content:
• 3D models and their textures were generated with AI. Every model was then cleaned up, scaled, oriented and assembled into the game by hand.
• The key art used on the title screen and for the store images was generated with an image model and edited afterwards.
• The spoken mission briefings and unit voice lines are produced with a text-to-speech system from scripts written by the developer.
Game design, programming, level design, balancing and all written text are the developer's own work, created without generative AI.
Generative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
Some of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service.
AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game.
Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included:
- Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game.
- Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools.
No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage.
Currently, the game uses around 10% conceptual/placeholder AI-generated textures. All of these placeholders will be completely replaced prior to the 1.0 full release.
The following are temporary AI placeholder textures:
- Most UI buttons
- Vehicle textures
- The home screen
- The mouse cursor
- Most of the shop scene
- All bridges
The following are NOT AI textures (100% custom-made):
- All enemy models and textures (minus the boss "evil reforged bot mk9001")
- All item icons and textures
- All levels (except for the underground bunker and frozen ridge, which temporarily share the home screen texture)
Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay.
Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer.
No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human.