Public Steam disclosure research26,451 disclosures tracked
Where do games disclose AI use?
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AI tools were used during development to assist with writing game code and creating player portraits and store artwork. All AI-assisted content was reviewed and edited by the developer. The game does not generate any content with AI at runtime
AI tools were used to assist with localization of the in-game text and store description (English and Chinese). All translations have been reviewed and edited by the developer.
*All illustrations, music, story, and game systems were created by the developer.
Pre-generated AI was used for player-visible 2D artwork and some text. OpenAI ImageGen produced the farm board/background, tractor token, card, character, comic, mini-game, menu/title, splash, app-icon, and Steam key art; selected outputs were developer-reviewed and then cropped, keyed, resized, composited, or otherwise prepared for the shipped game and store assets. Some narrative/UI/store copy and localized text was AI- or machine-assisted and subsequently edited or validated. The Steam music is licensed third-party audio and was not AI-generated. No AI model or service runs in the game, and no content is generated during play.
Some store artwork and visual assets may be created or assisted using generative AI tools. All final assets are reviewed and edited by the developer before use.
1. We used generative AI tools to create some in-game art assets and music.
2. Some art assets on the store page were created with the assistance of generative AI.
ChimpType is an AI application. Its core feature uses AI speech recognition and speaker diarization models, running entirely on your own device, to transcribe audio you provide and label who is speaking. Generative AI was also used to produce this store page's assets, including the artwork and the trailer. The trailer's narration was generated with ChimpChat, ChimpType's sister app.
3D models, textures, the logo and sound effects were partially created with AI tools and reviewed and edited by the developer. The teaser trailer's announcer voice was generated with AI text-to-speech. Store art is composed from in-game screenshots and that logo.
AI tools were used to quickly rebuild this store page and the update announcements: the description text, the patch notes, their translations, and the music of the presentation video. These are temporary while I produce my own trailer and in-VR screenshots, which will replace them. The app itself contains no AI-generated content and never generates anything with AI while you use it.
Generative AI was used to assist in the creation of certain Steam store promotional materials, including promotional artwork, game logo artwork, and introductory visuals in the promotional trailer.
The game itself does not use generative AI. All gameplay screenshots and gameplay footage are captured directly from the actual game and have not been generated or modified using generative AI.
This game uses Generative AI technology in its development process for the following assets:
- Localization: AI tools were used to assist with text translation and localization across multiple languages, followed by manual review and editing by the development team.
- Sound: Generative AI technology was utilized in the creation and synthesis of select sound effects and audio elements.
Generative AI tools were used to assist with the creation and editing of artwork for some Steam Store and Library assets, as well as with the translation and localization of game-related text. All AI-assisted content was reviewed, edited, and finalized by the development team. Generative AI is not used to generate content during gameplay, and the game does not connect to any external AI services.
Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
Generative AI was used to assist with artwork, audio, and writing during the development of BLACKBELL. All AI-assisted content was reviewed, refined, and integrated under the developer's creative direction. No generative AI is used during gameplay.
Some in-game posters and signs, the splash screen, and parts of the text and translation were made with the help of generative AI and then edited by hand.
The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Some of the game's text, including the clients' letters and notes, and the store page text were drafted with the help of an AI language model and edited by the developer. The artwork comes from the game's own renderer and models, not from image-generating AI, and the music is played by the game's own code. Nothing is generated by AI while you play.
Generative AI tools were used to assist with the creation and refinement of some pre-generated sound effects, 3D assets, 2D images, voice lines, and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
Generative AI tools were used during development to assist with some art assets, written content and localization, as well as store and marketing materials. This includes character portraits, cat and scene illustrations, selected textures and UI illustrations, store capsule artwork and promotional illustrations. These materials are generated, selected and integrated as fixed assets before release. The game does not use generative AI during play or generate dialogue, images or audio in real time.
Some of the card illustrations, title art, UI elements, and character voices in this game, as well as the store capsule images, library artwork, and other promotional images, were created with generative AI, then selected and adjusted by the developer. The English text is based on AI translation and has been reviewed by the developer.
As an optional feature, players can connect their own Claude (Anthropic's AI assistant) through a Claude Desktop extension to play against it or watch it play against the CPU. Claude's lines shown in the game are written by the player's own Claude; the game itself does not generate text or communicate with any AI service.
Like many small studios, we used AI tools to make Luckforge's pixel art and store images; the sprites were built pixel by pixel on the game's own grid rather than generated as images. We wrote the English text ourselves and improved it with AI tools; the translations were made with AI. Music and sound effects come from human composers and licensed sound libraries. Screenshots and trailers show real gameplay. No AI runs while you play.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Everything is AI Assisted
only thing that isn't AI Assisted is the Soundtrack, If i release the Soundtracks on Steam they made by my Friends Imogen and Orlando.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
Game text translations and parts of the store page and marketing text were created with AI assistance. All art, music and sound effects are made without generative AI.
AI tools were used during development to assist with writing game code and creating player portraits and store artwork. All AI-assisted content was reviewed and edited by the developer. The game does not generate any content with AI at runtime
AI tools were used to assist with localization of the in-game text and store description (English and Chinese). All translations have been reviewed and edited by the developer.
*All illustrations, music, story, and game systems were created by the developer.
Pre-generated AI was used for player-visible 2D artwork and some text. OpenAI ImageGen produced the farm board/background, tractor token, card, character, comic, mini-game, menu/title, splash, app-icon, and Steam key art; selected outputs were developer-reviewed and then cropped, keyed, resized, composited, or otherwise prepared for the shipped game and store assets. Some narrative/UI/store copy and localized text was AI- or machine-assisted and subsequently edited or validated. The Steam music is licensed third-party audio and was not AI-generated. No AI model or service runs in the game, and no content is generated during play.
Some store artwork and visual assets may be created or assisted using generative AI tools. All final assets are reviewed and edited by the developer before use.
1. We used generative AI tools to create some in-game art assets and music.
2. Some art assets on the store page were created with the assistance of generative AI.
ChimpType is an AI application. Its core feature uses AI speech recognition and speaker diarization models, running entirely on your own device, to transcribe audio you provide and label who is speaking. Generative AI was also used to produce this store page's assets, including the artwork and the trailer. The trailer's narration was generated with ChimpChat, ChimpType's sister app.
3D models, textures, the logo and sound effects were partially created with AI tools and reviewed and edited by the developer. The teaser trailer's announcer voice was generated with AI text-to-speech. Store art is composed from in-game screenshots and that logo.
AI tools were used to quickly rebuild this store page and the update announcements: the description text, the patch notes, their translations, and the music of the presentation video. These are temporary while I produce my own trailer and in-VR screenshots, which will replace them. The app itself contains no AI-generated content and never generates anything with AI while you use it.
Generative AI was used to assist in the creation of certain Steam store promotional materials, including promotional artwork, game logo artwork, and introductory visuals in the promotional trailer.
The game itself does not use generative AI. All gameplay screenshots and gameplay footage are captured directly from the actual game and have not been generated or modified using generative AI.
This game uses Generative AI technology in its development process for the following assets:
- Localization: AI tools were used to assist with text translation and localization across multiple languages, followed by manual review and editing by the development team.
- Sound: Generative AI technology was utilized in the creation and synthesis of select sound effects and audio elements.
Generative AI tools were used to assist with the creation and editing of artwork for some Steam Store and Library assets, as well as with the translation and localization of game-related text. All AI-assisted content was reviewed, edited, and finalized by the development team. Generative AI is not used to generate content during gameplay, and the game does not connect to any external AI services.
Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
Generative AI was used to assist with artwork, audio, and writing during the development of BLACKBELL. All AI-assisted content was reviewed, refined, and integrated under the developer's creative direction. No generative AI is used during gameplay.
Some in-game posters and signs, the splash screen, and parts of the text and translation were made with the help of generative AI and then edited by hand.
The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Some of the game's text, including the clients' letters and notes, and the store page text were drafted with the help of an AI language model and edited by the developer. The artwork comes from the game's own renderer and models, not from image-generating AI, and the music is played by the game's own code. Nothing is generated by AI while you play.
Generative AI tools were used to assist with the creation and refinement of some pre-generated sound effects, 3D assets, 2D images, voice lines, and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
Generative AI tools were used during development to assist with some art assets, written content and localization, as well as store and marketing materials. This includes character portraits, cat and scene illustrations, selected textures and UI illustrations, store capsule artwork and promotional illustrations. These materials are generated, selected and integrated as fixed assets before release. The game does not use generative AI during play or generate dialogue, images or audio in real time.
Some of the card illustrations, title art, UI elements, and character voices in this game, as well as the store capsule images, library artwork, and other promotional images, were created with generative AI, then selected and adjusted by the developer. The English text is based on AI translation and has been reviewed by the developer.
As an optional feature, players can connect their own Claude (Anthropic's AI assistant) through a Claude Desktop extension to play against it or watch it play against the CPU. Claude's lines shown in the game are written by the player's own Claude; the game itself does not generate text or communicate with any AI service.
Like many small studios, we used AI tools to make Luckforge's pixel art and store images; the sprites were built pixel by pixel on the game's own grid rather than generated as images. We wrote the English text ourselves and improved it with AI tools; the translations were made with AI. Music and sound effects come from human composers and licensed sound libraries. Screenshots and trailers show real gameplay. No AI runs while you play.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Everything is AI Assisted
only thing that isn't AI Assisted is the Soundtrack, If i release the Soundtracks on Steam they made by my Friends Imogen and Orlando.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
Game text translations and parts of the store page and marketing text were created with AI assistance. All art, music and sound effects are made without generative AI.