Public Steam disclosure research25,376 disclosures tracked
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Generative AI was used during development to create some 3D models, textures, artwork, music, and store marketing materials, including the cinematic teaser. These assets were prepared before release. The game does not generate AI content during play or connect to external AI services.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model.
Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game.
The images and the video on this store page are captured from the running game.
Generative AI was used during development to create selected pre-generated visual assets, including some character models, weapon presentation models and related images, as well as some promotional artwork for the store. These assets were selected, post-processed and integrated by the developer. Store gameplay screenshots are captured from the running game and have not been generatively altered; they may show game content that uses pre-generated AI assets. The current game does not call generative AI services or generate new content during play.
Generative AI was used to create pre-generated vivid reinterpretations of public-domain classical paintings and promotional/store artwork. These fixed images are included with the game. Gameplay does not generate AI content or connect to external AI services; imported images are processed locally.
Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live.
Translation: AI tools assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French. The English text, all art, music and sound are made by hand.
Generative AI tools were used during development to assist with some artwork, text and localization, and English announcer voice clips created using text-to-speech. This content is prepared in advance and used as fixed assets in the game or on its Steam store page. No AI-generated content is created during gameplay.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
This game was created with extensive AI assistance. AI-generated and AI-assisted content is used in the game, store artwork, descriptions and trailer. This includes graphics and artwork, text, and contributions to programming, music and trailer production. The trailer and screenshots show actual footage captured from the game. No generative AI content is created during gameplay, and the game does not connect to external AI services while being played.
All AI-generated content in Cute Kitty WAR was created during development; nothing is generated while you play. The game's artwork — cats, pests, items, backgrounds and store images — was produced with AI image generation from our own designs and direction, then selected, edited and assembled by our developer. Much of the game's music and sound was synthesized by code written with an AI assistant, and AI assistance helped draft the in-game text, all directed and reviewed by our developer.
The game itself contains no AI-generated assets. Generative AI was used only for some promotional artwork on the store page such as posters. This artwork was edited by the development team.
Some character illustrations and 3D character models were created with the assistance of generative AI during development. The generated assets were manually edited, refined, and integrated into the game's final content by the developer. No generative AI is used to create new content in real time during gameplay.
Some art and audio in this game were generated with AI tools during development and edited by the developer. No AI content is generated while the game is running.
Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players.
All coding was done by us. Artwork and SFX/Music was again either done by us or bought from third parties. We don't use AI for any creative element of the game.
To make our game playable for as wide an audience as possible we used AI to generate our translations. If you find it's done a poor job in your language, please let us know on discord!
Generative AI was used during development to create some environment artwork and branding, and to assist with localization and store text. The game does not generate AI content during play or connect to external AI services.
I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials.
The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums.
The in-game Japanese and Simplified Chinese translations were created with the help of AI tools. AI coding assistants were also used during development. All artwork, from pitches to character designs, was made by hand, and the music was created by the credited artists.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports.
2D assets: mix between AI and an Actual Human Designer and Artist.
Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs.
Music: Pixabay tracks.
AI tools were used during development to help write the game's code (including the scripts that procedurally generate its sound effects and store art), to compose the soundtrack (melodies and arrangements written with AI assistance, rendered from our own scripts and an MIT-licensed instrument bank) and to translate its text into 10 languages. Game design, balance and visual direction are the developer's own, and all AI-assisted work was reviewed before being included. The game does not generate any AI content while you play.
The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release.
Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game.
Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create selected visual assets and music. All generated content was reviewed, selected, edited where necessary, and integrated by the developer.
Generative AI was used to create some pre-rendered artwork, including store and promotional art and selected in-game visuals such as terrain, resources, animals, and characters, as well as some music and audio assets. These assets are prepared before play. Arid Frontiers does not generate content with AI during gameplay or connect to a third-party generative AI service during play; pawn behavior, colony simulation, combat, wildlife, and events are driven by programmed game systems.
Generative AI tools were used during development to assist with creating visual assets, drafting and editing text, translation, and programming. AI-assisted assets and text included in the game were reviewed and edited by the developer. The game does not generate new content with AI during play.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a Pixel Art artist.
Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay.
Generative AI was used during development to create some 3D models, textures, artwork, music, and store marketing materials, including the cinematic teaser. These assets were prepared before release. The game does not generate AI content during play or connect to external AI services.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model.
Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game.
The images and the video on this store page are captured from the running game.
Generative AI was used during development to create selected pre-generated visual assets, including some character models, weapon presentation models and related images, as well as some promotional artwork for the store. These assets were selected, post-processed and integrated by the developer. Store gameplay screenshots are captured from the running game and have not been generatively altered; they may show game content that uses pre-generated AI assets. The current game does not call generative AI services or generate new content during play.
Generative AI was used to create pre-generated vivid reinterpretations of public-domain classical paintings and promotional/store artwork. These fixed images are included with the game. Gameplay does not generate AI content or connect to external AI services; imported images are processed locally.
Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live.
Translation: AI tools assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French. The English text, all art, music and sound are made by hand.
Generative AI tools were used during development to assist with some artwork, text and localization, and English announcer voice clips created using text-to-speech. This content is prepared in advance and used as fixed assets in the game or on its Steam store page. No AI-generated content is created during gameplay.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
This game was created with extensive AI assistance. AI-generated and AI-assisted content is used in the game, store artwork, descriptions and trailer. This includes graphics and artwork, text, and contributions to programming, music and trailer production. The trailer and screenshots show actual footage captured from the game. No generative AI content is created during gameplay, and the game does not connect to external AI services while being played.
All AI-generated content in Cute Kitty WAR was created during development; nothing is generated while you play. The game's artwork — cats, pests, items, backgrounds and store images — was produced with AI image generation from our own designs and direction, then selected, edited and assembled by our developer. Much of the game's music and sound was synthesized by code written with an AI assistant, and AI assistance helped draft the in-game text, all directed and reviewed by our developer.
The game itself contains no AI-generated assets. Generative AI was used only for some promotional artwork on the store page such as posters. This artwork was edited by the development team.
Some character illustrations and 3D character models were created with the assistance of generative AI during development. The generated assets were manually edited, refined, and integrated into the game's final content by the developer. No generative AI is used to create new content in real time during gameplay.
Some art and audio in this game were generated with AI tools during development and edited by the developer. No AI content is generated while the game is running.
Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players.
All coding was done by us. Artwork and SFX/Music was again either done by us or bought from third parties. We don't use AI for any creative element of the game.
To make our game playable for as wide an audience as possible we used AI to generate our translations. If you find it's done a poor job in your language, please let us know on discord!
Generative AI was used during development to create some environment artwork and branding, and to assist with localization and store text. The game does not generate AI content during play or connect to external AI services.
I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials.
The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums.
The in-game Japanese and Simplified Chinese translations were created with the help of AI tools. AI coding assistants were also used during development. All artwork, from pitches to character designs, was made by hand, and the music was created by the credited artists.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports.
2D assets: mix between AI and an Actual Human Designer and Artist.
Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs.
Music: Pixabay tracks.
AI tools were used during development to help write the game's code (including the scripts that procedurally generate its sound effects and store art), to compose the soundtrack (melodies and arrangements written with AI assistance, rendered from our own scripts and an MIT-licensed instrument bank) and to translate its text into 10 languages. Game design, balance and visual direction are the developer's own, and all AI-assisted work was reviewed before being included. The game does not generate any AI content while you play.
The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release.
Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game.
Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create selected visual assets and music. All generated content was reviewed, selected, edited where necessary, and integrated by the developer.
Generative AI was used to create some pre-rendered artwork, including store and promotional art and selected in-game visuals such as terrain, resources, animals, and characters, as well as some music and audio assets. These assets are prepared before play. Arid Frontiers does not generate content with AI during gameplay or connect to a third-party generative AI service during play; pawn behavior, colony simulation, combat, wildlife, and events are driven by programmed game systems.
Generative AI tools were used during development to assist with creating visual assets, drafting and editing text, translation, and programming. AI-assisted assets and text included in the game were reviewed and edited by the developer. The game does not generate new content with AI during play.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a Pixel Art artist.
Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay.