Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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Generative AI was used as a development aid to create and modify program code, produce some visual assets, and draft localized text. All AI-generated content has been reviewed, edited, and adjusted by the developer. No AI content is generated while the game is running.
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Uses voice cloning by Speechify.
Uses AI generated images uploaded by other users to Pixabay when there wasn't a better alternative available.
Most such images are for character portraits and similar placeholder assets of secondary importance.
There is no prompt or direct AI usage.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
This game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
Galithia uses generative AI during development for some concepting, visual iteration, and content support. Any AI-assisted assets or materials are reviewed, modified, and integrated by the developer, with final approval and creative direction remaining fully human-led. Gameplay systems, combat balance, encounter design, and final implementation are developer-controlled.
"Generative AI tools were used during development to assist in creating a portion of the art, background assets, and UI icons. All AI-generated content was reviewed and manually refined by our team."
Some of the visual assets in Champions of Thaloria were created with the help
of generative AI tools during development. This includes parts of the store
page artwork and trailer, along with a portion of the in-game 2D art such as
item icons, avatar frames and class emblems.
Every AI-assisted asset was selected, edited and assembled by hand before it
went into the game, and all of it was reviewed by the developer.
The game does not generate anything while you play. No content is created at
runtime and no AI service is contacted during gameplay — everything ships
with the game.
Some game assets were created with AI assistance under paid commercial licenses: background art and the title logo (image generation), BGM (Suno), and sound effects (ElevenLabs). All AI-generated assets are recorded in an internal license ledger, were generated on paid plans permitting commercial use, and were reviewed by the developer before inclusion.
The core mechanic uses AI at runtime: the player draws a creature and enters a name for it, and both the drawing and the player-supplied name are sent to a vision AI model, which evaluates them and produces the creature's element, size, stats, move names and descriptions, catchphrase, and flavor text. The creature always carries the name the player typed: the model returns a suggested name, but the server discards it whenever the player supplied one, and falls back to the model's name only when the player leaves the field blank. Guardrails: (1) every submission passes a server-side moderation gate before any sharing — CSAM is absolutely blocked with evidence preservation and reporting, and clearly NSFW content is auto-rejected; (2) all player-visible text generated by AI is length-clamped and moderated (names, catchphrases, flavor text, move names); (3) shared content (ghost teams) is moderated again server-side, is opt-in, expires automatically (TTL), and there is no public gallery; (4) a player report channel (notice-and-takedown) is provided in-game and on the official site; (5) battle results are computed deterministically by game rules, not by AI.
Generative AI tools were used during development to assist in creating selected pre-generated 2D visual assets, promotional artwork, and localized text. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its store materials. Altaria Online does not use generative AI to create content during gameplay, and no player input is sent to external AI services.
Selected visual assets and music tracks were created using generative AI tools as part of the production process. All AI-generated material was reviewed, curated, and integrated by the developer to ensure consistency with the game’s creative direction. No AI-generated content is produced during gameplay.
Generative AI tools were used during development to assist in the creation of some visual assets. All AI-assisted content is pre-generated and included as part of the game. The game does not generate AI content during gameplay.
This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some artwork, UI visual assets, and visual design elements for video materials and story/dialogue panels. These materials are shipped with the game and are presented to players through the in-game UI, story/dialogue panels, and related video or narrative presentation content. Before release, the developer selected, edited, integrated, and manually reviewed these materials.
The game does not use generative AI at runtime. It does not generate new images, videos, dialogue, or other game content based on player input, and it does not send player input to an AI service.
AI tools including ChatGPT, Lovart, and others were used during development to generate early concept art for characters, weapons, props, UI, and pet animations. All final in-game assets were manually redrawn and refined by our art team.
This game uses generative AI as an assistive tool for creating some artwork and store assets. All AI-assisted content has been reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content during gameplay.
During development, OpenAI image generation tools were used to create portions of the game's 2D artwork, including characters, monsters, backgrounds, UI elements, and icons. Suno was used to create portions of the background music, and ElevenLabs was used to create portions of the sound effects. Generative AI was also used as a drafting and editing aid for some in-game writing and localization.
All generated material was selected, edited, processed, and reviewed by the developer before inclusion in the game. The game does not connect to generative AI services at runtime and does not generate content from player input.
AI tools provided reference materials in development. All finished assets are manually adjusted by our team. No live AI content generates while playing.
This game uses live generative AI to create text-based character dialogue, diaries, journey events, NPC conversations, and outcomes of player-directed interactions. Responses are generated from player-created character profiles, recent in-game memories, current objectives, and player messages. Relevant text context is sent to a third-party AI service to generate these responses. Generated content may vary between sessions and may occasionally produce unexpected results. AI is not used to generate executable code or modify files on the player's device.
This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay.
Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
Generative AI was used as a development aid to create and modify program code, produce some visual assets, and draft localized text. All AI-generated content has been reviewed, edited, and adjusted by the developer. No AI content is generated while the game is running.
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Uses voice cloning by Speechify.
Uses AI generated images uploaded by other users to Pixabay when there wasn't a better alternative available.
Most such images are for character portraits and similar placeholder assets of secondary importance.
There is no prompt or direct AI usage.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
This game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
Galithia uses generative AI during development for some concepting, visual iteration, and content support. Any AI-assisted assets or materials are reviewed, modified, and integrated by the developer, with final approval and creative direction remaining fully human-led. Gameplay systems, combat balance, encounter design, and final implementation are developer-controlled.
"Generative AI tools were used during development to assist in creating a portion of the art, background assets, and UI icons. All AI-generated content was reviewed and manually refined by our team."
Some of the visual assets in Champions of Thaloria were created with the help
of generative AI tools during development. This includes parts of the store
page artwork and trailer, along with a portion of the in-game 2D art such as
item icons, avatar frames and class emblems.
Every AI-assisted asset was selected, edited and assembled by hand before it
went into the game, and all of it was reviewed by the developer.
The game does not generate anything while you play. No content is created at
runtime and no AI service is contacted during gameplay — everything ships
with the game.
Some game assets were created with AI assistance under paid commercial licenses: background art and the title logo (image generation), BGM (Suno), and sound effects (ElevenLabs). All AI-generated assets are recorded in an internal license ledger, were generated on paid plans permitting commercial use, and were reviewed by the developer before inclusion.
The core mechanic uses AI at runtime: the player draws a creature and enters a name for it, and both the drawing and the player-supplied name are sent to a vision AI model, which evaluates them and produces the creature's element, size, stats, move names and descriptions, catchphrase, and flavor text. The creature always carries the name the player typed: the model returns a suggested name, but the server discards it whenever the player supplied one, and falls back to the model's name only when the player leaves the field blank. Guardrails: (1) every submission passes a server-side moderation gate before any sharing — CSAM is absolutely blocked with evidence preservation and reporting, and clearly NSFW content is auto-rejected; (2) all player-visible text generated by AI is length-clamped and moderated (names, catchphrases, flavor text, move names); (3) shared content (ghost teams) is moderated again server-side, is opt-in, expires automatically (TTL), and there is no public gallery; (4) a player report channel (notice-and-takedown) is provided in-game and on the official site; (5) battle results are computed deterministically by game rules, not by AI.
Generative AI tools were used during development to assist in creating selected pre-generated 2D visual assets, promotional artwork, and localized text. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its store materials. Altaria Online does not use generative AI to create content during gameplay, and no player input is sent to external AI services.
Selected visual assets and music tracks were created using generative AI tools as part of the production process. All AI-generated material was reviewed, curated, and integrated by the developer to ensure consistency with the game’s creative direction. No AI-generated content is produced during gameplay.
Generative AI tools were used during development to assist in the creation of some visual assets. All AI-assisted content is pre-generated and included as part of the game. The game does not generate AI content during gameplay.
This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some artwork, UI visual assets, and visual design elements for video materials and story/dialogue panels. These materials are shipped with the game and are presented to players through the in-game UI, story/dialogue panels, and related video or narrative presentation content. Before release, the developer selected, edited, integrated, and manually reviewed these materials.
The game does not use generative AI at runtime. It does not generate new images, videos, dialogue, or other game content based on player input, and it does not send player input to an AI service.
AI tools including ChatGPT, Lovart, and others were used during development to generate early concept art for characters, weapons, props, UI, and pet animations. All final in-game assets were manually redrawn and refined by our art team.
This game uses generative AI as an assistive tool for creating some artwork and store assets. All AI-assisted content has been reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content during gameplay.
During development, OpenAI image generation tools were used to create portions of the game's 2D artwork, including characters, monsters, backgrounds, UI elements, and icons. Suno was used to create portions of the background music, and ElevenLabs was used to create portions of the sound effects. Generative AI was also used as a drafting and editing aid for some in-game writing and localization.
All generated material was selected, edited, processed, and reviewed by the developer before inclusion in the game. The game does not connect to generative AI services at runtime and does not generate content from player input.
AI tools provided reference materials in development. All finished assets are manually adjusted by our team. No live AI content generates while playing.
This game uses live generative AI to create text-based character dialogue, diaries, journey events, NPC conversations, and outcomes of player-directed interactions. Responses are generated from player-created character profiles, recent in-game memories, current objectives, and player messages. Relevant text context is sent to a third-party AI service to generate these responses. Generated content may vary between sessions and may occasionally produce unexpected results. AI is not used to generate executable code or modify files on the player's device.
This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay.
Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.