Public Steam disclosure research25,497 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
This game uses AI generated content. Some 2D artwork on the store page and in the game was created using generative AI tools during development. All AI generated art was reviewed and edited by our team before being used.
During Early Access, generative AI will be used to translate human-written English text for the Steam store page and application into other languages, due to limited resources.
The English localization is not AI generated. No AI-generated artwork or audio is included, and no content is generated by AI at runtime.
Our goal is to replace all AI-generated translations with translations created and reviewed by professional human translators for the full release. This disclosure will remain while any AI-assisted translations are included.
OpenAI Codex was used during development to assist with writing, reviewing, and debugging portions of the game’s code. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no player input is sent to a generative AI service.
Some visual assets were created with the assistance of generative AI tools as part of the development process.
No content is generated by AI during gameplay.
Generative AI tools were used to assist with some store page text, development planning, promotional wording, and selected visual or audio materials. All final game content, store materials, and gameplay design were reviewed, edited, and approved by the developer before publication.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios
One promotional artwork seen on the store page has been created with the help of AI tools. We are actively working on replacing it within the coming days.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
3d Models for Space Ships created with Meshy.
cooperation in Thinking, design and balance.
C# coding.
Unity Editor Agent for crafting suns and planets out of bought Unity Asset Store Assets.
No art or sound generation was used. Some help for coding the complex in-game enemy AI interactions were utilized from LLM models. Also the game analysis was made with coding help.
Pre-generated: Store page capsule art and marketing images were created with AI assistance. In-game text (unit descriptions, UI copy) and the store description were written with AI assistance. All in-game visuals are drawn procedurally at runtime by the game's own code. No AI model runs in the game and no content is generated during play. All AI-assisted output was reviewed and edited by the developer and contains no third-party or infringing material.
This game uses generative AI in limited, non-gameplay-critical areas:
- AI-assisted code refactoring and performance optimization during development
- AI-assisted translation polishing for multi-language support
- UI layout refinement suggested by AI tools during the design process
All core gameplay logic, the unique drawing-and-deduction design, and all original game artwork were created, reviewed and refined by human developers.
Some in-game visual assets were created or refined using generative AI during development. These assets are pre-generated and included with the game. The game does not generate AI content while running.
Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay.
Ai is used to create some loading-screens and other branding materials, also can be used in descriptive texts of the game.
All game code/assets are 100% made by humans.
Generative AI tools were used during development to assist with portions of the game’s code. All AI-assisted code was reviewed, edited, and tested by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game is built by a two-member team: a human developer and an AI assistant working under his direction. Large parts of the game code and many pre-rendered assets (enemy creatures, towers, environment props, marketing artwork) were created with the assistance of generative AI — always based on human design decisions, and reviewed, tested and curated by the developer. The game does not generate any content at runtime using AI.
The card illustrations and backgrounds in this game were pre-generated by the developer using image-generation AI (Stable Diffusion / DreamShaper 8), then curated and edited by hand. Text, game logic, music, and fonts are NOT AI-generated. No content is generated by AI during gameplay (pre-generated, fixed assets only).
Some illustrations used in the game's introductory sequence were created with the assistance of generative AI. All such assets were reviewed, refined where necessary, and integrated by the developer before being included in the game.
Crooked Derby includes some pre-generated visual assets created with generative AI. All AI-assisted content was iterated on, reviewed, and approved by the developer before being included in the game.
We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI.
We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this.
Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human.
Campfire Battles is our attempt to bring an idea to life as a two-person team. AI tools helped us work quickly, particularly on the coding side, but every piece was reviewed and refined by hand.
All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime.
Generative AI was used to assist with grammar and spelling checks for some in-game text, translate store page content, and generate some sound assets. All content was reviewed and approved by the developer before inclusion. The game does not use live-generated AI.
Some of the user interfaces were generated using AI; the reason for this is that I am not a graphic designer myself and cannot afford to hire a service provider to create them.
The game's fighters are controlled by AI models (LLMs) chosen by the player and reached through their own OpenRouter API key. During a match the model decides the character's actions and writes the short taunts shown on screen (text only). The game does not generate images, audio, music or voices with AI: every character, arena, soundtrack and sound effect is authored in advance and ships with the game. Every AI-generated line goes through an illegal content filter before it is displayed, on the player's computer and again on the server that hosts online matches, and online matches have a report system reviewed by a human team.
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.
This game uses AI generated content. Some 2D artwork on the store page and in the game was created using generative AI tools during development. All AI generated art was reviewed and edited by our team before being used.
During Early Access, generative AI will be used to translate human-written English text for the Steam store page and application into other languages, due to limited resources.
The English localization is not AI generated. No AI-generated artwork or audio is included, and no content is generated by AI at runtime.
Our goal is to replace all AI-generated translations with translations created and reviewed by professional human translators for the full release. This disclosure will remain while any AI-assisted translations are included.
OpenAI Codex was used during development to assist with writing, reviewing, and debugging portions of the game’s code. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no player input is sent to a generative AI service.
Some visual assets were created with the assistance of generative AI tools as part of the development process.
No content is generated by AI during gameplay.
Generative AI tools were used to assist with some store page text, development planning, promotional wording, and selected visual or audio materials. All final game content, store materials, and gameplay design were reviewed, edited, and approved by the developer before publication.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios
One promotional artwork seen on the store page has been created with the help of AI tools. We are actively working on replacing it within the coming days.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
3d Models for Space Ships created with Meshy.
cooperation in Thinking, design and balance.
C# coding.
Unity Editor Agent for crafting suns and planets out of bought Unity Asset Store Assets.
No art or sound generation was used. Some help for coding the complex in-game enemy AI interactions were utilized from LLM models. Also the game analysis was made with coding help.
Pre-generated: Store page capsule art and marketing images were created with AI assistance. In-game text (unit descriptions, UI copy) and the store description were written with AI assistance. All in-game visuals are drawn procedurally at runtime by the game's own code. No AI model runs in the game and no content is generated during play. All AI-assisted output was reviewed and edited by the developer and contains no third-party or infringing material.
This game uses generative AI in limited, non-gameplay-critical areas:
- AI-assisted code refactoring and performance optimization during development
- AI-assisted translation polishing for multi-language support
- UI layout refinement suggested by AI tools during the design process
All core gameplay logic, the unique drawing-and-deduction design, and all original game artwork were created, reviewed and refined by human developers.
Some in-game visual assets were created or refined using generative AI during development. These assets are pre-generated and included with the game. The game does not generate AI content while running.
Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay.
Ai is used to create some loading-screens and other branding materials, also can be used in descriptive texts of the game.
All game code/assets are 100% made by humans.
Generative AI tools were used during development to assist with portions of the game’s code. All AI-assisted code was reviewed, edited, and tested by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game is built by a two-member team: a human developer and an AI assistant working under his direction. Large parts of the game code and many pre-rendered assets (enemy creatures, towers, environment props, marketing artwork) were created with the assistance of generative AI — always based on human design decisions, and reviewed, tested and curated by the developer. The game does not generate any content at runtime using AI.
The card illustrations and backgrounds in this game were pre-generated by the developer using image-generation AI (Stable Diffusion / DreamShaper 8), then curated and edited by hand. Text, game logic, music, and fonts are NOT AI-generated. No content is generated by AI during gameplay (pre-generated, fixed assets only).
Some illustrations used in the game's introductory sequence were created with the assistance of generative AI. All such assets were reviewed, refined where necessary, and integrated by the developer before being included in the game.
Crooked Derby includes some pre-generated visual assets created with generative AI. All AI-assisted content was iterated on, reviewed, and approved by the developer before being included in the game.
We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI.
We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this.
Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human.
Campfire Battles is our attempt to bring an idea to life as a two-person team. AI tools helped us work quickly, particularly on the coding side, but every piece was reviewed and refined by hand.
All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime.
Generative AI was used to assist with grammar and spelling checks for some in-game text, translate store page content, and generate some sound assets. All content was reviewed and approved by the developer before inclusion. The game does not use live-generated AI.
Some of the user interfaces were generated using AI; the reason for this is that I am not a graphic designer myself and cannot afford to hire a service provider to create them.
The game's fighters are controlled by AI models (LLMs) chosen by the player and reached through their own OpenRouter API key. During a match the model decides the character's actions and writes the short taunts shown on screen (text only). The game does not generate images, audio, music or voices with AI: every character, arena, soundtrack and sound effect is authored in advance and ships with the game. Every AI-generated line goes through an illegal content filter before it is displayed, on the player's computer and again on the server that hosts online matches, and online matches have a report system reviewed by a human team.
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.