Public Steam disclosure research25,376 disclosures tracked
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Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication.
The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime.
AI-generated artwork includes the MMA menu image, Steam capsules, library art and store background. No live AI generation or external AI service is used during gameplay.
Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
This was created by a developer who used AI to assist with concept images, 3D model creation, and assets. Each piece was meticulously placed by an actual person. We're comedians, not professional artists.
AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style.
This game used AI to make it possible to be developed by one person in reasonable time, with the hope that more people will join later to replace the AI part.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.
The key art, store capsules and library artwork were created with an AI image generator and edited by the developer. The trailer music was generated with Suno under a paid plan. No AI-generated content is included in the game itself, and the game runs no AI generation and requires no AI service.
AI tools were used to create artwork and some of the background music included in the game. The game does not generate new content with generative AI during play.
Generative AI assisted development, including artwork, writing and translations. This includes in-game and Steam store content. The game does not generate new AI content during play.
Pre-generated background graphics were created using generative AI and were subsequently selected for use in the game. The game contains no live-generated AI content and no AI interactions during gameplay.
Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated.
Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones.
During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists.
The game has optional computer generated voice overs.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development.
Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay.
Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication.
Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text.
We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail.
Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication.
The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime.
AI-generated artwork includes the MMA menu image, Steam capsules, library art and store background. No live AI generation or external AI service is used during gameplay.
Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
This was created by a developer who used AI to assist with concept images, 3D model creation, and assets. Each piece was meticulously placed by an actual person. We're comedians, not professional artists.
AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style.
This game used AI to make it possible to be developed by one person in reasonable time, with the hope that more people will join later to replace the AI part.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.
The key art, store capsules and library artwork were created with an AI image generator and edited by the developer. The trailer music was generated with Suno under a paid plan. No AI-generated content is included in the game itself, and the game runs no AI generation and requires no AI service.
AI tools were used to create artwork and some of the background music included in the game. The game does not generate new content with generative AI during play.
Generative AI assisted development, including artwork, writing and translations. This includes in-game and Steam store content. The game does not generate new AI content during play.
Pre-generated background graphics were created using generative AI and were subsequently selected for use in the game. The game contains no live-generated AI content and no AI interactions during gameplay.
Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated.
Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones.
During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists.
The game has optional computer generated voice overs.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development.
Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay.
Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication.
Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text.
We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail.