Public Steam disclosure research25,376 disclosures tracked
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LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
Generative AI tools were used to a very limited extent during the development of the game for a few minor visual elements. These consist only of a small number of simple effect graphics, which were subsequently adapted and edited for use in the game.
Generative AI was also used as a writing aid to improve and refine some of the text used on the game's Steam store page.
The core content and functionality of the game were not created using generative AI.
The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated.
Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing.
Generative AI tools were used during development to create visual assets and music, and to assist with localization. All content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
Some 3D models, illustrations and music in the current version were created with the help of generative AI tools and then edited and integrated by our team. They are placeholders: we are replacing them with work by human artists as development continues.
Generative AI was used during development to help create some visual assets and assist with development work. The resulting content was selected, edited, and integrated into the game by the developer.
Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play.
Some of the in-game and store page text was written with the help of AI tools and edited by the developer. No AI image, music or voice generators were used.
This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using Suno. All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated).
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea!
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build.
The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game.
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.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
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 was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Generative AI was used to create some pre-generated artwork, audio, and text included in the game and its promotional materials. The game does not generate AI content during gameplay.
Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation.
※It is not used to generate images from scratch or to create 3D models.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
As a solo developer with a big dream and limited resources, I want to be entirely upfront how this game was built. The vast majority of this game is completely human-made: I crafted the pixel characters, animations, code, and story over the past 10 years. I also utilized incredible royalty-free and purchased assets from human creators like gyvr, Eunity, RafaelMatos, penusbmic, Winlu, Geoff Harvey.
The use of generative AI was for touching up and refining the marketing capsule images using Adobe Photoshop tools.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay.
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
Generative AI tools were used to a very limited extent during the development of the game for a few minor visual elements. These consist only of a small number of simple effect graphics, which were subsequently adapted and edited for use in the game.
Generative AI was also used as a writing aid to improve and refine some of the text used on the game's Steam store page.
The core content and functionality of the game were not created using generative AI.
The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated.
Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing.
Generative AI tools were used during development to create visual assets and music, and to assist with localization. All content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
Some 3D models, illustrations and music in the current version were created with the help of generative AI tools and then edited and integrated by our team. They are placeholders: we are replacing them with work by human artists as development continues.
Generative AI was used during development to help create some visual assets and assist with development work. The resulting content was selected, edited, and integrated into the game by the developer.
Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play.
Some of the in-game and store page text was written with the help of AI tools and edited by the developer. No AI image, music or voice generators were used.
This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using Suno. All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated).
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea!
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build.
The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game.
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.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
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 was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Generative AI was used to create some pre-generated artwork, audio, and text included in the game and its promotional materials. The game does not generate AI content during gameplay.
Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation.
※It is not used to generate images from scratch or to create 3D models.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
As a solo developer with a big dream and limited resources, I want to be entirely upfront how this game was built. The vast majority of this game is completely human-made: I crafted the pixel characters, animations, code, and story over the past 10 years. I also utilized incredible royalty-free and purchased assets from human creators like gyvr, Eunity, RafaelMatos, penusbmic, Winlu, Geoff Harvey.
The use of generative AI was for touching up and refining the marketing capsule images using Adobe Photoshop tools.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay.
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.