Public Steam disclosure research25,497 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Loot Survivors is made by one person.
I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text.
Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work.
Nothing is generated while you play. All content ships inside the build.
To create a better context and focus on the essential parts of the game, we used AI to help create some background art. After AI generated these images, our artists still had to refine them to ensure the style of the background.
Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
Man Vs Gary was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see and hear, the illustrated artwork, the music, the sound effects. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
Ai was used to develop the code, artwork, various events, and dialogue in the game. Most player-facing text was reviewed by humans and many of the events and conversations were approved, improved, or rewritten by humans. There is no run-time AI usage, everything was created before the game runs, only standard computer actions are done at runtime. ex. selections and randomization of existing content.
This game uses AI-generated artwork for many character portraits and illustrations, as well as some store page assets (capsule images, logo) and trailer visuals. Core gameplay, game design, systems, and programming were created by the developer without AI assistance.
Regent City uses generative AI in parts of its production pipeline, including some character artwork and voice performances. All shipped assets are selected, edited, and art-directed by the solo developer to maintain a consistent visual and narrative identity.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
This game is being developed solo. As an independent developer working with limited resources and budget, AI tools have been used in the production of some visual and musical assets:
Some character concept art, store page marketing materials, and background/atmospheric visuals were created using AI visual generation tools, then edited and integrated by the developer to fit the game's art direction.
Some visuals are included as placeholders and will be changed during development.
Some background music tracks were created using AI music generation tools.
The game's codebase, gameplay mechanics, character design, dialogue writing, and overall creative direction were all created manually by the developer alone. AI tools were used as a tool where access to a professional art/sound team was not possible as a solo developer; final decisions, edits, and the overall creative direction of the game were shaped by the developer.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
The developer used generative AI tools during the development process to assist in coding, generate and retouch art assets, write game text, and create background music, voiceovers, and sound effects. All AI-generated assets have been reviewed, edited, and curated by the developer.
While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
This game may use AI tools to help create some map and UI assets used inside the game, along with sound effects, since the small development team does not include a dedicated UI or sound designer. All content assisted by AI is reviewed and adjusted by the developer before being included in the game. No AI is used to generate content in real time during gameplay, and core visual art is created without AI. We are working to remove all AI visuals before the full release.
Prismals is a hand-crafted project built by a dedicated one-man band. To bring this project to life, AI tools were utilized strictly as a collaborative assistant, refining original coding, polishing hand-drawn artwork and mastering the soundtrack. Every core idea, story beat and artistic vision is entirely human-made.
We use generative AI to generate and enchance existing UI Assets as well as helping us generate our logos and sprites as we don't have a artist for this.
Background Music (BGM): Some in-game background music tracks were generated using AI tools.
Localization: The game's text localization (translations into various languages) was produced or assisted by AI.
All AI-generated content was reviewed and curated by the developer before inclusion in the game.
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own.
Loot Survivors is made by one person.
I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text.
Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work.
Nothing is generated while you play. All content ships inside the build.
To create a better context and focus on the essential parts of the game, we used AI to help create some background art. After AI generated these images, our artists still had to refine them to ensure the style of the background.
Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
Man Vs Gary was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see and hear, the illustrated artwork, the music, the sound effects. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
Ai was used to develop the code, artwork, various events, and dialogue in the game. Most player-facing text was reviewed by humans and many of the events and conversations were approved, improved, or rewritten by humans. There is no run-time AI usage, everything was created before the game runs, only standard computer actions are done at runtime. ex. selections and randomization of existing content.
This game uses AI-generated artwork for many character portraits and illustrations, as well as some store page assets (capsule images, logo) and trailer visuals. Core gameplay, game design, systems, and programming were created by the developer without AI assistance.
Regent City uses generative AI in parts of its production pipeline, including some character artwork and voice performances. All shipped assets are selected, edited, and art-directed by the solo developer to maintain a consistent visual and narrative identity.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
This game is being developed solo. As an independent developer working with limited resources and budget, AI tools have been used in the production of some visual and musical assets:
Some character concept art, store page marketing materials, and background/atmospheric visuals were created using AI visual generation tools, then edited and integrated by the developer to fit the game's art direction.
Some visuals are included as placeholders and will be changed during development.
Some background music tracks were created using AI music generation tools.
The game's codebase, gameplay mechanics, character design, dialogue writing, and overall creative direction were all created manually by the developer alone. AI tools were used as a tool where access to a professional art/sound team was not possible as a solo developer; final decisions, edits, and the overall creative direction of the game were shaped by the developer.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
The developer used generative AI tools during the development process to assist in coding, generate and retouch art assets, write game text, and create background music, voiceovers, and sound effects. All AI-generated assets have been reviewed, edited, and curated by the developer.
While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
This game may use AI tools to help create some map and UI assets used inside the game, along with sound effects, since the small development team does not include a dedicated UI or sound designer. All content assisted by AI is reviewed and adjusted by the developer before being included in the game. No AI is used to generate content in real time during gameplay, and core visual art is created without AI. We are working to remove all AI visuals before the full release.
Prismals is a hand-crafted project built by a dedicated one-man band. To bring this project to life, AI tools were utilized strictly as a collaborative assistant, refining original coding, polishing hand-drawn artwork and mastering the soundtrack. Every core idea, story beat and artistic vision is entirely human-made.
We use generative AI to generate and enchance existing UI Assets as well as helping us generate our logos and sprites as we don't have a artist for this.
Background Music (BGM): Some in-game background music tracks were generated using AI tools.
Localization: The game's text localization (translations into various languages) was produced or assisted by AI.
All AI-generated content was reviewed and curated by the developer before inclusion in the game.
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own.