Public Steam disclosure research25,394 disclosures tracked
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The visual art, music, sound effects, pilot voice lines and written text in Starhand were created using generative AI tools — Recraft for illustration, Suno for music, and ElevenLabs for voice and sound effects — and were then selected, edited and assembled by the developer. All of it is generated ahead of time and ships as fixed assets: the game does not generate any content while you play, and it does not connect to any AI service at runtime.
Generative AI tools were used during development to create some pre-generated 2D concept art and visual assets that appear in the game and its marketing materials. These assets were selected, edited, integrated, and reviewed by the development team. The game does not generate AI content while it is running.
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Ricochet Witch includes content created with the assistance of generative AI tools. Every AI-assisted element was directed, selected and edited by the developer, and all of it was reviewed before release.
- 2D artwork (title illustration, game logo, clear end card, scoreboard background, and the application icon, which is a crop of the title illustration): generated with Google Gemini and OpenAI ChatGPT, then selected and edited by the developer.
- Achievement icons: base images generated with OpenAI ChatGPT; the grayscale (locked) versions were made by the developer in Photoshop.
- The player character 3D model: generated with Meshy AI, then adjusted and integrated into the game by the developer.
- English localization text: translated with the assistance of a generative AI tool (Anthropic Claude), then reviewed and adjusted by the developer.
- Store page description text (Simplified Chinese, Korean, Traditional Chinese, Brazilian Portuguese, German and Spanish): translated with the assistance of generative AI tools (OpenAI ChatGPT and Anthropic Claude), then reviewed and adjusted by the developer.
- Store page images: these use the AI-assisted artwork described above.
No content is generated by AI while the game is running.
The visual assets in Grim Looters — character, monster, item and card artwork, plus the store and marketing images — were created with the assistance of generative AI image tools and then curated, edited, and assembled by the developer. Some background music was AI-assisted. All AI-generated content is reviewed by the developer to ensure it is appropriate and cleared for use. No AI content is generated live during gameplay.
Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks.
Generative AI tools were used during development to assist with programming and to create or refine portions of the game’s artwork, visual assets, sound effects, and other audio. All AI-assisted content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content or connect to external AI services during gameplay.
Generative AI tools were used to assist in creating a limited number of 2D images included in the game and certain store-page graphical assets. All AI-assisted images were subsequently manually edited, corrected, and finalized by the developer. Other assets were created by the developer or obtained from appropriately licensed or free-to-use sources. The game does not use generative AI in real time.
We use generative AI tools to assist in producing some pre-rendered visual assets, including concept art and promotional imagery used on this store page. All AI-assisted output is reviewed, edited and art-directed by our team. The game contains no live-generated AI content.
AI generative tools are used in development. Non-English translations and some marketing material were also produced with AI assistance.
Nothing is generated by AI while the game is running.
Some of Nation's 2D artwork — character portraits, card illustrations, backgrounds, and store/marketing images — was created with the assistance of generative AI tools, then selected, edited, and composited by our team. All game design, rules, writing, and code are human-made. The game does not generate content with AI while you play.
Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay.
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.
This game uses generative AI for the following:
Images: the source material for both the scene artwork and the item icons (backpack, hand cart and so on) is photographs taken by the developer — the scenes in the lanes, stairwells and apartment courtyards of Anping, Tainan; the items shot as physical objects. Each photograph is processed first — removing things that should not appear in frame, commercial branding, and anything touching on privacy — and then stylised into animation by AI.
Music: planned to be AI-generated (not yet implemented).
Localisation: Traditional Chinese is the language the game is written in. Every other language — English, Japanese, German, and Taiwanese Pe̍h-ōe-jī — is AI-translated, with no native-speaker editing pass. If you find a mistake, please do tell me.
Store page and marketing images also include AI-generated elements.
Generative AI tools were used during development to assist with game code, localization, concept development, selected environmental and shop-interior images and textures, and store and marketing artwork. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion. The game does not use generative AI during runtime, and players cannot generate AI content within the game.
Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game.
AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result.
Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future.
Generative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service.
Generative AI was used as an assistive tool in preparing parts of the game’s Steam store presence and marketing materials. This includes some store page artwork and promotional assets, short and long descriptions, store metadata, and localized versions of these materials.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually.
We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded.
All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do.
The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI.
Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work.
The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets.
The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
The visual art, music, sound effects, pilot voice lines and written text in Starhand were created using generative AI tools — Recraft for illustration, Suno for music, and ElevenLabs for voice and sound effects — and were then selected, edited and assembled by the developer. All of it is generated ahead of time and ships as fixed assets: the game does not generate any content while you play, and it does not connect to any AI service at runtime.
Generative AI tools were used during development to create some pre-generated 2D concept art and visual assets that appear in the game and its marketing materials. These assets were selected, edited, integrated, and reviewed by the development team. The game does not generate AI content while it is running.
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Ricochet Witch includes content created with the assistance of generative AI tools. Every AI-assisted element was directed, selected and edited by the developer, and all of it was reviewed before release.
- 2D artwork (title illustration, game logo, clear end card, scoreboard background, and the application icon, which is a crop of the title illustration): generated with Google Gemini and OpenAI ChatGPT, then selected and edited by the developer.
- Achievement icons: base images generated with OpenAI ChatGPT; the grayscale (locked) versions were made by the developer in Photoshop.
- The player character 3D model: generated with Meshy AI, then adjusted and integrated into the game by the developer.
- English localization text: translated with the assistance of a generative AI tool (Anthropic Claude), then reviewed and adjusted by the developer.
- Store page description text (Simplified Chinese, Korean, Traditional Chinese, Brazilian Portuguese, German and Spanish): translated with the assistance of generative AI tools (OpenAI ChatGPT and Anthropic Claude), then reviewed and adjusted by the developer.
- Store page images: these use the AI-assisted artwork described above.
No content is generated by AI while the game is running.
The visual assets in Grim Looters — character, monster, item and card artwork, plus the store and marketing images — were created with the assistance of generative AI image tools and then curated, edited, and assembled by the developer. Some background music was AI-assisted. All AI-generated content is reviewed by the developer to ensure it is appropriate and cleared for use. No AI content is generated live during gameplay.
Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks.
Generative AI tools were used during development to assist with programming and to create or refine portions of the game’s artwork, visual assets, sound effects, and other audio. All AI-assisted content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content or connect to external AI services during gameplay.
Generative AI tools were used to assist in creating a limited number of 2D images included in the game and certain store-page graphical assets. All AI-assisted images were subsequently manually edited, corrected, and finalized by the developer. Other assets were created by the developer or obtained from appropriately licensed or free-to-use sources. The game does not use generative AI in real time.
We use generative AI tools to assist in producing some pre-rendered visual assets, including concept art and promotional imagery used on this store page. All AI-assisted output is reviewed, edited and art-directed by our team. The game contains no live-generated AI content.
AI generative tools are used in development. Non-English translations and some marketing material were also produced with AI assistance.
Nothing is generated by AI while the game is running.
Some of Nation's 2D artwork — character portraits, card illustrations, backgrounds, and store/marketing images — was created with the assistance of generative AI tools, then selected, edited, and composited by our team. All game design, rules, writing, and code are human-made. The game does not generate content with AI while you play.
Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay.
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.
This game uses generative AI for the following:
Images: the source material for both the scene artwork and the item icons (backpack, hand cart and so on) is photographs taken by the developer — the scenes in the lanes, stairwells and apartment courtyards of Anping, Tainan; the items shot as physical objects. Each photograph is processed first — removing things that should not appear in frame, commercial branding, and anything touching on privacy — and then stylised into animation by AI.
Music: planned to be AI-generated (not yet implemented).
Localisation: Traditional Chinese is the language the game is written in. Every other language — English, Japanese, German, and Taiwanese Pe̍h-ōe-jī — is AI-translated, with no native-speaker editing pass. If you find a mistake, please do tell me.
Store page and marketing images also include AI-generated elements.
Generative AI tools were used during development to assist with game code, localization, concept development, selected environmental and shop-interior images and textures, and store and marketing artwork. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion. The game does not use generative AI during runtime, and players cannot generate AI content within the game.
Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game.
AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result.
Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future.
Generative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service.
Generative AI was used as an assistive tool in preparing parts of the game’s Steam store presence and marketing materials. This includes some store page artwork and promotional assets, short and long descriptions, store metadata, and localized versions of these materials.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually.
We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded.
All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do.
The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI.
Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work.
The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets.
The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.