Public Steam disclosure research25,497 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style.
At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
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.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
Generative AI tools were used solely to assist in the creation of the background music for Beat Boxy. All other game assets, sound effects, UI elements and level designs were either created directly by the developer, or acquired through Creative Commons Licensing.
Some images and UI elements in Pample were created with the help of generative AI tools. The rest of the game's content was made by the developer, and all AI-assisted assets were reviewed and curated by hand.
Generative AI tools were used to assist with the localization of store page text and the creation or refinement of certain marketing materials. All AI-assisted content was reviewed and edited by the development team before publication. No content is generated by AI during gameplay.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
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.
Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content.
AI tools were used to assist in creating some promotional artwork and supporting language localization. All outputs were reviewed and edited by the developer before use. The game does not use AI to generate gameplay or in-game content.
Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Some store page promotional artwork may include AI generated or AI-assisted elements. These materials are limited to store/marketing presentation assets and are not part of the gameplay content.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
I am a solo developer. In the initial phase, I utilized AI tools to assist with generating partial concept designs, primarily to rapidly prototype and confirm the visual style. Every piece of final art you see in the game has been meticulously tweaked and optimized by my own hands to guarantee it aligns with the game's quality and aesthetic requirements.
This game uses generative AI. Some art, UI text and pet quotes were made with AI assistance and human-reviewed. The optional AI Fusion feature uses your own local Claude Code / Codex CLI to design creatures (restricted parametric vector art, schema-validated), shown on your machine and optionally shared via Steam Workshop. No online AI service, no API key.
Generative AI is used solely to assist with localization and translation work. The game does not use AI-generated art, audio, or real-time in-game content.
Pixel art assets, the soundtrack, and portions of the game's writing were created with generative AI, then curated and edited by the developer. The game's design, satirical concept, and systems are original human work. All sound effects were recorded by voice actors.
本游戏在开发过程中使用了生成式人工智能工具辅助制作预生成内容。
游戏中绝大部分美术素材,包括角色形象、角色序列帧动画、战斗场景背景、用户界面图形、物品与武器图标以及部分视觉特效,使用AI图像生成功能制作。所有生成图片均在加入游戏前经过开发者人工筛选,并根据实际需要进行裁切、缩放、色彩调整、组合、动画帧整理、局部修正和游戏内适配。
开发过程中也使用了 AI 编程辅助工具,帮助编写、整理、重构和排查部分程序代码。所有 AI 辅助代码均由开发者人工审阅、修改、整合和测试后才会加入游戏。
本游戏运行时不会连接生成式 AI 服务,也不会根据玩家输入实时生成图片、文本、音频、代码或其他内容。玩家无法通过游戏生成、上传、分享或导出 AI 内容。
During the game's development process, the Generative AI was used as a development aid. AI was used in some game image production and code review and improvement proposals, and all final images and codes included in the game were reviewed, modified, and quality checked by developers. The AI-generated results were not used without review, and verification procedures were performed to ensure that they did not infringe copyright and third-party rights. In addition, AI does not generate content or code in real time during gameplay.
Parts of the game's program code were written with the help of AI coding assistance, under the direction and review of the developer. The store page text and its translations were also drafted with AI assistance and reviewed by the developer. Some of the music was created with an AI music generation service (Suno), selected and adjusted by the developer. The remaining music, artwork, and sound effects are procedurally generated by the developer's own tools - no AI image generation models were used. The game does not generate any AI content during gameplay.
Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay.
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.
Generative AI was not used to create any game assets, artwork, capsule images, character designs, sounds, music, or voice recordings in Burger Smash. All in-game content was created by the development team or commissioned from human creators.
AI tools were used to assist with translating in-game UI text and store page descriptions into multiple languages for localization purposes. No other AI generated content exists within the game itself.
Generative AI was used to assist with drafting and localizing text for the Steam store page. All AI-assisted text was reviewed and edited by the development team. No generative AI content is used within the game itself.
Generative AI was used during development to assist with localization and the creation of character voices. During gameplay, AI generates Amber’s dialogue and speech in real time and determines her actions and facial expressions based on the player’s interactions.
This game was created by a solo developer with substantial help from generative AI tools. Every output was reviewed by hand.
Code: Claude Opus 4.8, Claude Fable 5.0
Writing & translation: Claude Opus 4.8, Gemini Pro 3.1
Graphics: Gemini Nano Banana 2
Music: Claude Opus 4.8
Video: Gemini Omni
Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional artwork, store-page materials, text, and code. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content while running.
During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style.
At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
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.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
Generative AI tools were used solely to assist in the creation of the background music for Beat Boxy. All other game assets, sound effects, UI elements and level designs were either created directly by the developer, or acquired through Creative Commons Licensing.
Some images and UI elements in Pample were created with the help of generative AI tools. The rest of the game's content was made by the developer, and all AI-assisted assets were reviewed and curated by hand.
Generative AI tools were used to assist with the localization of store page text and the creation or refinement of certain marketing materials. All AI-assisted content was reviewed and edited by the development team before publication. No content is generated by AI during gameplay.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
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.
Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content.
AI tools were used to assist in creating some promotional artwork and supporting language localization. All outputs were reviewed and edited by the developer before use. The game does not use AI to generate gameplay or in-game content.
Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Some store page promotional artwork may include AI generated or AI-assisted elements. These materials are limited to store/marketing presentation assets and are not part of the gameplay content.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
I am a solo developer. In the initial phase, I utilized AI tools to assist with generating partial concept designs, primarily to rapidly prototype and confirm the visual style. Every piece of final art you see in the game has been meticulously tweaked and optimized by my own hands to guarantee it aligns with the game's quality and aesthetic requirements.
This game uses generative AI. Some art, UI text and pet quotes were made with AI assistance and human-reviewed. The optional AI Fusion feature uses your own local Claude Code / Codex CLI to design creatures (restricted parametric vector art, schema-validated), shown on your machine and optionally shared via Steam Workshop. No online AI service, no API key.
Generative AI is used solely to assist with localization and translation work. The game does not use AI-generated art, audio, or real-time in-game content.
Pixel art assets, the soundtrack, and portions of the game's writing were created with generative AI, then curated and edited by the developer. The game's design, satirical concept, and systems are original human work. All sound effects were recorded by voice actors.
本游戏在开发过程中使用了生成式人工智能工具辅助制作预生成内容。
游戏中绝大部分美术素材,包括角色形象、角色序列帧动画、战斗场景背景、用户界面图形、物品与武器图标以及部分视觉特效,使用AI图像生成功能制作。所有生成图片均在加入游戏前经过开发者人工筛选,并根据实际需要进行裁切、缩放、色彩调整、组合、动画帧整理、局部修正和游戏内适配。
开发过程中也使用了 AI 编程辅助工具,帮助编写、整理、重构和排查部分程序代码。所有 AI 辅助代码均由开发者人工审阅、修改、整合和测试后才会加入游戏。
本游戏运行时不会连接生成式 AI 服务,也不会根据玩家输入实时生成图片、文本、音频、代码或其他内容。玩家无法通过游戏生成、上传、分享或导出 AI 内容。
During the game's development process, the Generative AI was used as a development aid. AI was used in some game image production and code review and improvement proposals, and all final images and codes included in the game were reviewed, modified, and quality checked by developers. The AI-generated results were not used without review, and verification procedures were performed to ensure that they did not infringe copyright and third-party rights. In addition, AI does not generate content or code in real time during gameplay.
Parts of the game's program code were written with the help of AI coding assistance, under the direction and review of the developer. The store page text and its translations were also drafted with AI assistance and reviewed by the developer. Some of the music was created with an AI music generation service (Suno), selected and adjusted by the developer. The remaining music, artwork, and sound effects are procedurally generated by the developer's own tools - no AI image generation models were used. The game does not generate any AI content during gameplay.
Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay.
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.
Generative AI was not used to create any game assets, artwork, capsule images, character designs, sounds, music, or voice recordings in Burger Smash. All in-game content was created by the development team or commissioned from human creators.
AI tools were used to assist with translating in-game UI text and store page descriptions into multiple languages for localization purposes. No other AI generated content exists within the game itself.
Generative AI was used to assist with drafting and localizing text for the Steam store page. All AI-assisted text was reviewed and edited by the development team. No generative AI content is used within the game itself.
Generative AI was used during development to assist with localization and the creation of character voices. During gameplay, AI generates Amber’s dialogue and speech in real time and determines her actions and facial expressions based on the player’s interactions.
This game was created by a solo developer with substantial help from generative AI tools. Every output was reviewed by hand.
Code: Claude Opus 4.8, Claude Fable 5.0
Writing & translation: Claude Opus 4.8, Gemini Pro 3.1
Graphics: Gemini Nano Banana 2
Music: Claude Opus 4.8
Video: Gemini Omni
Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional artwork, store-page materials, text, and code. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content while running.