Public Steam disclosure research26,458 disclosures tracked
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The developer used generative AI to help write and translate (Japanese to English) the in-game and store page text. All text was reviewed and edited by the developer. No graphics, sound or music in the game are AI-generated, and no content is generated by AI while playing.
The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer.
Generative AI was used only as a supporting tool, for language translation and for UI support. Only one in-game object was created with AI: the statue in the middle of the shop. Everything else was produced by our team.
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
AI assistants were used to help write the application's code. The store images were created with the help of an AI assistant by rendering the actual dummy head 3D model in Blender. The app does not generate any content with AI while it runs.
Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play.
AI tools assisted the initial translation of P2Peek interface and store text and the early exploration of brand concepts. The chosen brand design was subsequently rebuilt as geometric SVG artwork and outlined lettering, then exported as application icons and store graphics. These assets and translations are prepared in advance. P2Peek does not generate text, images, music or narrative with AI while running, and does not connect to external generative AI services. Optional audio enhancement processes input audio for noise reduction and echo-related enhancement. The Supporter Pack shares this branding and localization.
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
Generative AI was used during development to help create visual assets, including textures and 3D models, as well as music, in-game text, including fictional film titles and catalog descriptions, and translations. AI tools were also used to create store and promotional artwork. All such content was created in advance. The game does not generate AI content during gameplay or connect to external AI services.
Made with the help of generative AI: the cover, the interface scenes and the recreated press illustrations and portraits were generated with OpenAI's image generator. Nothing is generated by AI while you play.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists.
OpenAI's ChatGPT and Codex, including image-generation tools accessed through them, were used during the development of Zompioland. AI-assisted work includes programming and development scripts, code used to construct procedural 3D models and visual effects, interface elements, localization, and written in-game text.
AI assistance was also used to create and prepare pre-generated Steam marketing materials, including capsule and library artwork, header graphics, the game logo, store-page text, and the trailer's planning, titles, and editing. The trailer's gameplay footage was captured from the actual game. Steam gameplay screenshots are direct captures of the game, while AI-assisted promotional artwork is presented as store graphics rather than gameplay screenshots.
The developer reviewed, edited, tested, and integrated the AI-assisted work. Some models and effects are assembled while the game runs by conventional game code; this is not live generative AI. Zompioland does not connect to a generative AI service or use a generative AI model to create new content during gameplay.
All game artwork is designed by hand and refined by our art team. AI-assisted tools in Adobe Photoshop, including generative completion, were used to support adjustments to approximately 5% of the game’s artwork. All AI-assisted elements were reviewed and adjusted by the art team to ensure consistency with the game’s artistic direction.
Yes, AI has been used. I am a solo developer with 15+ years of professional experience as a game dev. I have coded and released 7 games on IOS App store, and been a team leader. Despite this, as a solo dev, to produce a game of this complexity and polish in a sensible period of time i have used AI to assist with coding - specifically pathfinding.
We use generative AI tools as part of STAROPHAGE’s content creation workflow. The final content is selected, refined, and integrated under our development team’s creative direction.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
Generative AI tools were used during development to create some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service.
An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer.
Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially.
All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI.
Generative AI was used during development to help create some environment models and props. The game does not generate AI content during gameplay. Generative AI was also used to help create some store and promotional artwork and store descriptions.
AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools.
Ransom Wave uses generative AI during gameplay.
The game uses AI models to generate fictional victim dialogue, spoken voice responses, selected narrative text, and limited in-game guidance in real time. These outputs react to the player's typed input or optional microphone input and can vary between playthroughs.
The game's setting, characters, gameplay rules, scenario structure, safety constraints, and core narrative direction are created and controlled by the development team. AI-generated outputs are constrained by developer-authored character profiles, gameplay states, and content rules. Player microphone audio may be transcribed only to enable the current voice conversation. The game provides a text-input alternative when the microphone is disabled.
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
Generative AI tools were used during development to create background artwork, images, music, and translations. These are pre-generated assets. No AI content is generated during gameplay.
AI-assisted tools were used during development for programming, debugging, shader work and some store-page text. All output was reviewed and integrated by the developer. No live-generated AI content is used in gameplay.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Generative AI was used during development to create fixed visual assets, including backgrounds, item and achievement icons, interface artwork, and store marketing art. Some music, ambience, and sound effects were also created with generative AI. AI assisted in-game text and English localization. These assets are included as fixed files. The game does not accept player prompts or generate images, audio, text, or code during play.
Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.
Generative AI is used throughout the development of Brassleaf Tactics. The game includes AI-generated artwork, music and sound effects, as well as AI-assisted store-page content.
I direct the game's development, make the final creative decisions, and refine the experience through playtesting and balancing.
No AI-generated content is created live during gameplay.
The developer used generative AI to help write and translate (Japanese to English) the in-game and store page text. All text was reviewed and edited by the developer. No graphics, sound or music in the game are AI-generated, and no content is generated by AI while playing.
The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer.
Generative AI was used only as a supporting tool, for language translation and for UI support. Only one in-game object was created with AI: the statue in the middle of the shop. Everything else was produced by our team.
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
AI assistants were used to help write the application's code. The store images were created with the help of an AI assistant by rendering the actual dummy head 3D model in Blender. The app does not generate any content with AI while it runs.
Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play.
AI tools assisted the initial translation of P2Peek interface and store text and the early exploration of brand concepts. The chosen brand design was subsequently rebuilt as geometric SVG artwork and outlined lettering, then exported as application icons and store graphics. These assets and translations are prepared in advance. P2Peek does not generate text, images, music or narrative with AI while running, and does not connect to external generative AI services. Optional audio enhancement processes input audio for noise reduction and echo-related enhancement. The Supporter Pack shares this branding and localization.
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
Generative AI was used during development to help create visual assets, including textures and 3D models, as well as music, in-game text, including fictional film titles and catalog descriptions, and translations. AI tools were also used to create store and promotional artwork. All such content was created in advance. The game does not generate AI content during gameplay or connect to external AI services.
Made with the help of generative AI: the cover, the interface scenes and the recreated press illustrations and portraits were generated with OpenAI's image generator. Nothing is generated by AI while you play.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists.
OpenAI's ChatGPT and Codex, including image-generation tools accessed through them, were used during the development of Zompioland. AI-assisted work includes programming and development scripts, code used to construct procedural 3D models and visual effects, interface elements, localization, and written in-game text.
AI assistance was also used to create and prepare pre-generated Steam marketing materials, including capsule and library artwork, header graphics, the game logo, store-page text, and the trailer's planning, titles, and editing. The trailer's gameplay footage was captured from the actual game. Steam gameplay screenshots are direct captures of the game, while AI-assisted promotional artwork is presented as store graphics rather than gameplay screenshots.
The developer reviewed, edited, tested, and integrated the AI-assisted work. Some models and effects are assembled while the game runs by conventional game code; this is not live generative AI. Zompioland does not connect to a generative AI service or use a generative AI model to create new content during gameplay.
All game artwork is designed by hand and refined by our art team. AI-assisted tools in Adobe Photoshop, including generative completion, were used to support adjustments to approximately 5% of the game’s artwork. All AI-assisted elements were reviewed and adjusted by the art team to ensure consistency with the game’s artistic direction.
Yes, AI has been used. I am a solo developer with 15+ years of professional experience as a game dev. I have coded and released 7 games on IOS App store, and been a team leader. Despite this, as a solo dev, to produce a game of this complexity and polish in a sensible period of time i have used AI to assist with coding - specifically pathfinding.
We use generative AI tools as part of STAROPHAGE’s content creation workflow. The final content is selected, refined, and integrated under our development team’s creative direction.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
Generative AI tools were used during development to create some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service.
An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer.
Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially.
All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI.
Generative AI was used during development to help create some environment models and props. The game does not generate AI content during gameplay. Generative AI was also used to help create some store and promotional artwork and store descriptions.
AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools.
Ransom Wave uses generative AI during gameplay.
The game uses AI models to generate fictional victim dialogue, spoken voice responses, selected narrative text, and limited in-game guidance in real time. These outputs react to the player's typed input or optional microphone input and can vary between playthroughs.
The game's setting, characters, gameplay rules, scenario structure, safety constraints, and core narrative direction are created and controlled by the development team. AI-generated outputs are constrained by developer-authored character profiles, gameplay states, and content rules. Player microphone audio may be transcribed only to enable the current voice conversation. The game provides a text-input alternative when the microphone is disabled.
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
Generative AI tools were used during development to create background artwork, images, music, and translations. These are pre-generated assets. No AI content is generated during gameplay.
AI-assisted tools were used during development for programming, debugging, shader work and some store-page text. All output was reviewed and integrated by the developer. No live-generated AI content is used in gameplay.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Generative AI was used during development to create fixed visual assets, including backgrounds, item and achievement icons, interface artwork, and store marketing art. Some music, ambience, and sound effects were also created with generative AI. AI assisted in-game text and English localization. These assets are included as fixed files. The game does not accept player prompts or generate images, audio, text, or code during play.
Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.
Generative AI is used throughout the development of Brassleaf Tactics. The game includes AI-generated artwork, music and sound effects, as well as AI-assisted store-page content.
I direct the game's development, make the final creative decisions, and refine the experience through playtesting and balancing.
No AI-generated content is created live during gameplay.