Public Steam disclosure research25,497 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay.
As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay.
Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work.
All Artwork in game has been edited to fit the game, there is no raw AI content present.
This game's art and music were created during development using generative AI tools. Specifically: the painted 2D illustrations — card art, event illustrations, and background images — were generated with AI image tools, and the background music tracks were produced with AI music tools. In every case the developer reviewed, selected, edited, and finalized the results, which ship as fixed image and audio files.
AI tools were used during development.
The interface translations (English, French, German, Italian and Portuguese) and the log translations were generated with AI assistance, under the developer's direction and with human review. The game does not generate AI content at runtime.
This game was developed with the assistance of generative AI. AI was used to help create code, written content, and some visual assets under the developer's direction. All AI-generated content is reviewed and integrated by the developer. The game does not use live generative AI during gameplay.
The entirety of the game from the code to the art to the music WAS GENERATED WITH AI. This is not a disguise, I do not know how to build an entire game from scratch by myself. The story, characters, and concept art was created entirely by me and partly with my best friend Xavier, but everything in game is made using AI.
Lumenfall is built by a small studio using AI-assisted development tools. Some pre-generated content — including portions of the game's code, the store page text, and the 2D promotional/capsule artwork and achievement icons — was created with the help of AI tools, always under human direction and review. The game does not generate any content with AI at runtime; everything you play is fixed, hand-tuned content.
Some visual assets and references in the game were created or assisted with generative AI tools, then manually reviewed, edited, and implemented by the developer. The game does not use generative AI during gameplay and does not generate dynamic AI content for players.
Some of Purrgeist's visual assets (such as backgrounds and base artwork) and some marketing materials were created with the help of generative AI tools (e.g., Google Gemini) as a starting point, then reviewed, edited, and reworked into pixel art by the developer. This is pre-generated content — the game does not generate any AI content while you play, and everything is human-reviewed.
Many of the art assets used at this stage are AI-generated placeholders, including most of the card artwork. These AI assets help depict the overall creative style and vision that will be achieved in the full release. A Kickstarter campaign will be dedicated to raising the funds to replace the AI placeholder art.
All of the sound design, music, text and game code is entirely human-created.
Campaign Forge uses generative AI as a core, opt-in feature. Worlds, characters, regions, and stories are generated live, on demand, at the player's direction, using an AI provider and model the player chooses (paid cloud, free cloud, or a fully local/offline model — bring your own API key or run locally).
Some of this game's assets were produced with the help of generative AI during development: 2D art and illustrations, background music and sound effects, and machine-assisted translation of the in-game text into additional languages. All such assets were reviewed by the developer and are included as fixed content. No content is generated at runtime.
Generative AI tools were used in the development of Lexip to create initial drafts and source material for parts of the project, including code, visual assets, sounds, writing, and marketing materials. These outputs were not used unchanged; they were reviewed, selected, adapted, edited, and integrated by the developer. The final implementation, design decisions, and overall tuning were done manually. The game does not generate new AI content during gameplay.
We are using AI art assets in places where our Art has not caught up to the current game progress. We are continuing to produce art to replace the AI assets.
During development, generative AI tools were used to create temporary 2D images, rough visual assets, and concept art.
These assets are used as prototypes and references during the development phase. In the final version of the game, they will be replaced with original, hand-crafted assets.
This game uses generative AI during gameplay to create an original in-game character called a "Logos" for use by that player. Based on text entered or selected by the player, the AI generates a 2D illustration of the Logos in real time, along with its name, flavor text, and similar content. The generated Logos can be added to your deck and used to progress through the game.
The game also includes pre-generated AI content: enemy and event illustrations were created with Adobe Firefly during development. Generation is performed using cloud-based external AI services (Adobe Firefly for image generation, OpenAI for text generation).
The words entered by the player, generation conditions, and the data of the generated Logos are sent to and stored on our server. These records are used to provide the generation feature, review reported results, and investigate errors. A generated Logos is visible only to the player who created it and is not shared with other players.
Some information required for generation is sent from our server to external AI services. Data sent from our server to these services is not used to train or improve their models. Please do not enter any personal information, such as your name or contact details, or any confidential information you would not want third parties to know.
Some store page visuals and marketing materials
were created with the assistance of AI image
generation tools. All in-game assets are
human-made or licensed from asset stores.
Claude Code was used to scaffold most of the Rust code for this game, and the art assets were built from prompting latent diffusion models with human hand drawn sketches and text prompts.
We used generative AI tools to assist in creating in-game background illustrations. All AI-generated assets were pre-rendered during development and do not generate content in real-time.
Some artwork, music, text, and translations in this game were initially created with the assistance of AI tools, and were then manually edited, revised, or recreated by the developer.
Some in-game art assets were created or assisted using generative AI tools, then reviewed, edited, and integrated by the developer. AI tools were also used as development assistance for parts of the code. The game does not generate AI content during gameplay.
This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on
the store page, as well as certain in-game visual assets
1. Some character art utilizes hand-drawn original sketches and designs, with AI used for coloring and lighting effects.
2. Background illustrations are AI-generated and then manually refined.
3. The script is AI-generated, with manual editing and content additions.
4. For languages other than Traditional Chinese, AI translation is used, followed by manual proofreading of terminology and content.
Some visual assets and promotional artwork were created or assisted using generative AI, then reviewed and refined by the developer. All gameplay systems, game design, programming, balance, and core content were created by the developer. No generative AI is used during gameplay.
AI tools were used during development to assist with certain aspects of programming, artwork, sound effects, and localization. All AI-assisted outputs were reviewed, substantially edited, and integrated by the developer. No unedited or raw AI-generated content appears in the final game.
Forged Cards is a passion project, built by one person. I'm not a game studio, I'm a single developer who fell in love with an idea for a deck-builder where you build the cards and set out to make it real.
Games like this usually take a team. Modern AI development tools are a big part of how one person was able to build something at this scope. I used AI coding assistants to help me build and iterate on the game's systems, AI image generation for the art, and AI-generated sound effects, all of it reviewed, edited, and shaped by me to fit the world I wanted to create. Every card, every enemy, every choice about how this game looks and feels came from a person (and some close friends) who cared about getting it right.
I'm being upfront about this because I think you deserve to know how the thing you're playing was made. Forged Cards exists because these tools let one person build a game that otherwise would have stayed an idea in a notebook.
Generative AI was used during development to help draft and edit some in-game text, such as card descriptions and UI copy. All AI-assisted text was reviewed and finalized by the developer before shipping. The game does not generate content live using AI.
Some 2D art (sprites, icons, key art) was generated with a locally run image model, then hand-curated and edited by the developer. Sound effects and music were generated with local audio models and hand-picked. Everything shipped was reviewed by a human; the game performs no AI generation at runtime.
Some creature sprites and artwork were created with the assistance of AI image generation tools (Pixellab) and subsequently edited and refined by hand. All game design, mechanics, and balance are human-made. Development tools with AI assistance were used for portions of the code. The game does not generate any content with AI at runtime.
Lane Wars uses generative AI only for some pre-made 2D artwork: the game's icon, main-menu key art, and the Steam store capsule/promotional images were created with AI image-generation tools and then edited by the developer. Some trailer and marketing music was made with an AI music tool. Everything you interact with in-game — the 3D characters, environments, HUD, visual and sound effects, and all gameplay systems — is hand-built and procedurally generated in code, not AI-generated. The game does not use any generative AI at runtime.
Some of the game's background music (BGM) uses tracks created with generative AI, and AI tools were used for localization (translation) into some languages. Store page images and some in-game illustrations (such as cutscenes and maps) were created with the assistance of AI image generation tools. Some in-game icons are based on AI-generated images that were then manually retouched and refined by the developer. All other content (in-game pixel art including characters and monsters, code, original story, etc.) was not created with AI.
Type Shogun uses pre-generated AI-assisted artwork for some stylized visual assets, including Steam store/library artwork and selected marketing/capsule images. Some in-game background or presentation artwork may also include AI-assisted elements. All AI-assisted content was reviewed, selected, and curated by NH Media LLC before inclusion.
Type Shogun does not use live generative AI during gameplay. Players cannot generate AI images, text, audio, or other AI content inside the game.
ERLIK is a solo-developed game: all game design, code, writing, balance and feel are handmade. Generative AI tools were used as part of the art production pipeline; every asset was then manually edited, curated and polished by the developer before entering the game. No content is generated while you play, everything is fixed at build time.
This game uses generative AI during development in the following areas:
* Localization: AI tools were used to assist with translating some in-game text. All translations are reviewed and edited by the developer before being included in the game.
* Art Assets: AI tools were used to assist in creating some visual assets. All generated materials are selected, edited, and finalized by the developer.
* Programming: AI tools were used to assist with parts of the game's code development.
* Store Page: AI tools were used to assist in creating certain store page materials.
The game does not include any live-generated AI content. All AI-assisted content is generated during development, reviewed by a human, and finalized before being included in the shipped build.
Generative AI was used during the development process to assist and improve efficiency. Specifically, some in-game art assets (such as UI icons and backgrounds) were generated by AI and subsequently refined by human artists. Additionally, AI-assisted tools were utilized to help with the writing and debugging of some foundational code. We assure you that all final art assets and core logic code presented to players have been manually reviewed and optimized by our development team. There is no live-generated AI content or code during actual gameplay.
Some of this game's assets were created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. This includes art assets such as character portraits, location backgrounds, and promotional artwork, as well as sound. The game's code was written with AI coding tools under the developer's direction. The game's design, systems, writing, and creative direction are human-authored and directed.
The game does not use AI to generate content for the game. Some of the game content was developed using AI, but the game itself does not use AI to generate any content.
Yes, I used AI-assisted tools during the development of this game. They were primarily used for code logic support, translation optimization, and copy polishing. The core gameplay design, art style, level design, and overall player experience were all directed and finalized by me personally. The AI served as a productivity tool, while all creative decisions and implementation choices were made by me.
Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay.
As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay.
Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work.
All Artwork in game has been edited to fit the game, there is no raw AI content present.
This game's art and music were created during development using generative AI tools. Specifically: the painted 2D illustrations — card art, event illustrations, and background images — were generated with AI image tools, and the background music tracks were produced with AI music tools. In every case the developer reviewed, selected, edited, and finalized the results, which ship as fixed image and audio files.
AI tools were used during development.
The interface translations (English, French, German, Italian and Portuguese) and the log translations were generated with AI assistance, under the developer's direction and with human review. The game does not generate AI content at runtime.
This game was developed with the assistance of generative AI. AI was used to help create code, written content, and some visual assets under the developer's direction. All AI-generated content is reviewed and integrated by the developer. The game does not use live generative AI during gameplay.
The entirety of the game from the code to the art to the music WAS GENERATED WITH AI. This is not a disguise, I do not know how to build an entire game from scratch by myself. The story, characters, and concept art was created entirely by me and partly with my best friend Xavier, but everything in game is made using AI.
Lumenfall is built by a small studio using AI-assisted development tools. Some pre-generated content — including portions of the game's code, the store page text, and the 2D promotional/capsule artwork and achievement icons — was created with the help of AI tools, always under human direction and review. The game does not generate any content with AI at runtime; everything you play is fixed, hand-tuned content.
Some visual assets and references in the game were created or assisted with generative AI tools, then manually reviewed, edited, and implemented by the developer. The game does not use generative AI during gameplay and does not generate dynamic AI content for players.
Some of Purrgeist's visual assets (such as backgrounds and base artwork) and some marketing materials were created with the help of generative AI tools (e.g., Google Gemini) as a starting point, then reviewed, edited, and reworked into pixel art by the developer. This is pre-generated content — the game does not generate any AI content while you play, and everything is human-reviewed.
Many of the art assets used at this stage are AI-generated placeholders, including most of the card artwork. These AI assets help depict the overall creative style and vision that will be achieved in the full release. A Kickstarter campaign will be dedicated to raising the funds to replace the AI placeholder art.
All of the sound design, music, text and game code is entirely human-created.
Campaign Forge uses generative AI as a core, opt-in feature. Worlds, characters, regions, and stories are generated live, on demand, at the player's direction, using an AI provider and model the player chooses (paid cloud, free cloud, or a fully local/offline model — bring your own API key or run locally).
Some of this game's assets were produced with the help of generative AI during development: 2D art and illustrations, background music and sound effects, and machine-assisted translation of the in-game text into additional languages. All such assets were reviewed by the developer and are included as fixed content. No content is generated at runtime.
Generative AI tools were used in the development of Lexip to create initial drafts and source material for parts of the project, including code, visual assets, sounds, writing, and marketing materials. These outputs were not used unchanged; they were reviewed, selected, adapted, edited, and integrated by the developer. The final implementation, design decisions, and overall tuning were done manually. The game does not generate new AI content during gameplay.
We are using AI art assets in places where our Art has not caught up to the current game progress. We are continuing to produce art to replace the AI assets.
During development, generative AI tools were used to create temporary 2D images, rough visual assets, and concept art.
These assets are used as prototypes and references during the development phase. In the final version of the game, they will be replaced with original, hand-crafted assets.
This game uses generative AI during gameplay to create an original in-game character called a "Logos" for use by that player. Based on text entered or selected by the player, the AI generates a 2D illustration of the Logos in real time, along with its name, flavor text, and similar content. The generated Logos can be added to your deck and used to progress through the game.
The game also includes pre-generated AI content: enemy and event illustrations were created with Adobe Firefly during development. Generation is performed using cloud-based external AI services (Adobe Firefly for image generation, OpenAI for text generation).
The words entered by the player, generation conditions, and the data of the generated Logos are sent to and stored on our server. These records are used to provide the generation feature, review reported results, and investigate errors. A generated Logos is visible only to the player who created it and is not shared with other players.
Some information required for generation is sent from our server to external AI services. Data sent from our server to these services is not used to train or improve their models. Please do not enter any personal information, such as your name or contact details, or any confidential information you would not want third parties to know.
Some store page visuals and marketing materials
were created with the assistance of AI image
generation tools. All in-game assets are
human-made or licensed from asset stores.
Claude Code was used to scaffold most of the Rust code for this game, and the art assets were built from prompting latent diffusion models with human hand drawn sketches and text prompts.
We used generative AI tools to assist in creating in-game background illustrations. All AI-generated assets were pre-rendered during development and do not generate content in real-time.
Some artwork, music, text, and translations in this game were initially created with the assistance of AI tools, and were then manually edited, revised, or recreated by the developer.
Some in-game art assets were created or assisted using generative AI tools, then reviewed, edited, and integrated by the developer. AI tools were also used as development assistance for parts of the code. The game does not generate AI content during gameplay.
This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on
the store page, as well as certain in-game visual assets
1. Some character art utilizes hand-drawn original sketches and designs, with AI used for coloring and lighting effects.
2. Background illustrations are AI-generated and then manually refined.
3. The script is AI-generated, with manual editing and content additions.
4. For languages other than Traditional Chinese, AI translation is used, followed by manual proofreading of terminology and content.
Some visual assets and promotional artwork were created or assisted using generative AI, then reviewed and refined by the developer. All gameplay systems, game design, programming, balance, and core content were created by the developer. No generative AI is used during gameplay.
AI tools were used during development to assist with certain aspects of programming, artwork, sound effects, and localization. All AI-assisted outputs were reviewed, substantially edited, and integrated by the developer. No unedited or raw AI-generated content appears in the final game.
Forged Cards is a passion project, built by one person. I'm not a game studio, I'm a single developer who fell in love with an idea for a deck-builder where you build the cards and set out to make it real.
Games like this usually take a team. Modern AI development tools are a big part of how one person was able to build something at this scope. I used AI coding assistants to help me build and iterate on the game's systems, AI image generation for the art, and AI-generated sound effects, all of it reviewed, edited, and shaped by me to fit the world I wanted to create. Every card, every enemy, every choice about how this game looks and feels came from a person (and some close friends) who cared about getting it right.
I'm being upfront about this because I think you deserve to know how the thing you're playing was made. Forged Cards exists because these tools let one person build a game that otherwise would have stayed an idea in a notebook.
Generative AI was used during development to help draft and edit some in-game text, such as card descriptions and UI copy. All AI-assisted text was reviewed and finalized by the developer before shipping. The game does not generate content live using AI.
Some 2D art (sprites, icons, key art) was generated with a locally run image model, then hand-curated and edited by the developer. Sound effects and music were generated with local audio models and hand-picked. Everything shipped was reviewed by a human; the game performs no AI generation at runtime.
Some creature sprites and artwork were created with the assistance of AI image generation tools (Pixellab) and subsequently edited and refined by hand. All game design, mechanics, and balance are human-made. Development tools with AI assistance were used for portions of the code. The game does not generate any content with AI at runtime.
Lane Wars uses generative AI only for some pre-made 2D artwork: the game's icon, main-menu key art, and the Steam store capsule/promotional images were created with AI image-generation tools and then edited by the developer. Some trailer and marketing music was made with an AI music tool. Everything you interact with in-game — the 3D characters, environments, HUD, visual and sound effects, and all gameplay systems — is hand-built and procedurally generated in code, not AI-generated. The game does not use any generative AI at runtime.
Some of the game's background music (BGM) uses tracks created with generative AI, and AI tools were used for localization (translation) into some languages. Store page images and some in-game illustrations (such as cutscenes and maps) were created with the assistance of AI image generation tools. Some in-game icons are based on AI-generated images that were then manually retouched and refined by the developer. All other content (in-game pixel art including characters and monsters, code, original story, etc.) was not created with AI.
Type Shogun uses pre-generated AI-assisted artwork for some stylized visual assets, including Steam store/library artwork and selected marketing/capsule images. Some in-game background or presentation artwork may also include AI-assisted elements. All AI-assisted content was reviewed, selected, and curated by NH Media LLC before inclusion.
Type Shogun does not use live generative AI during gameplay. Players cannot generate AI images, text, audio, or other AI content inside the game.
ERLIK is a solo-developed game: all game design, code, writing, balance and feel are handmade. Generative AI tools were used as part of the art production pipeline; every asset was then manually edited, curated and polished by the developer before entering the game. No content is generated while you play, everything is fixed at build time.
This game uses generative AI during development in the following areas:
* Localization: AI tools were used to assist with translating some in-game text. All translations are reviewed and edited by the developer before being included in the game.
* Art Assets: AI tools were used to assist in creating some visual assets. All generated materials are selected, edited, and finalized by the developer.
* Programming: AI tools were used to assist with parts of the game's code development.
* Store Page: AI tools were used to assist in creating certain store page materials.
The game does not include any live-generated AI content. All AI-assisted content is generated during development, reviewed by a human, and finalized before being included in the shipped build.
Generative AI was used during the development process to assist and improve efficiency. Specifically, some in-game art assets (such as UI icons and backgrounds) were generated by AI and subsequently refined by human artists. Additionally, AI-assisted tools were utilized to help with the writing and debugging of some foundational code. We assure you that all final art assets and core logic code presented to players have been manually reviewed and optimized by our development team. There is no live-generated AI content or code during actual gameplay.
Some of this game's assets were created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. This includes art assets such as character portraits, location backgrounds, and promotional artwork, as well as sound. The game's code was written with AI coding tools under the developer's direction. The game's design, systems, writing, and creative direction are human-authored and directed.
The game does not use AI to generate content for the game. Some of the game content was developed using AI, but the game itself does not use AI to generate any content.
Yes, I used AI-assisted tools during the development of this game. They were primarily used for code logic support, translation optimization, and copy polishing. The core gameplay design, art style, level design, and overall player experience were all directed and finalized by me personally. The AI served as a productivity tool, while all creative decisions and implementation choices were made by me.