Public Steam disclosure research25,508 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players.
I use AI tools in limited parts of the development process, including:
• Assisting with certain steps of creating game assets.
• Supporting debugging workflows.
• Helping with localization and translation.
This game makes use of AI-assisted tools in the creation of certain visual assets. All AI-generated content has been manually reviewed, edited, and adapted by the developer to fit the artistic vision of the game.
The Event currently includes three AI-generated projector scenes used only as temporary placeholders, pending replacement with human-made artwork in the near future.(feel free to contact me for any possible collaborations)
Aside from these placeholder scenes, the remaining voice work, including the double voice effects, was created directly by the developer.
The store descriptions for this game were initially drafted and researched using assistance of an AI LLM. However, all final text has been modified, rewritten, and edited by the developer to ensure it accurately reflects the design and spirit of the game itself. Images in the store page or marketing material are not generated from AI.
No AI generated content is used for the production and development of the game. No AI generated text appears in the game.
Some music tracks in this game were created with the assistance of generative AI. The developer reviewed, edited, and selected all generated material before including it in the final product. No gameplay content, code, or player interactions are generated by AI
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
AI was used to assist/create with some 2D artwork in the game, some 3D models have been created with Meshy AI 3D model generator, as well as some promotional and store page images. No AI was used to generate gameplay, code, animations, or core game content. All gameplay systems and in‑game mechanics are manually created.
The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release.
Generative AI tools were used during parts of the asset prototyping and ideation process. All final game assets were significantly modified, refined, and curated by the development team before inclusion in the game.
We want to be fully transparent with our community about how we develop our game. In this project, we have integrated Artificial Intelligence (AI) tools as an operational support for our team.
How we use it:
- Process optimization: It helps us streamline technical tasks and repetitive workflows.
- Efficiency: It allows us to deliver better work and move forward much faster.
- Resource maximization: It enables the team to save time on mechanical processes to focus on the final game polish.
Our commitment to craftsmanship:
- Total human control: No element of the final game has been left solely to AI.
- Expert review: Every technical asset or piece of content goes through a rigorous human editing filter.
- Manual work behind everything: Technology only optimizes our delivery times, but there is always genuine craftsmanship behind every asset.
- Guaranteed quality: We use AI to empower our team's capabilities, ensuring the essence and final finish of the game remain 100% human.
Thank you for your constant support!
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.
The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.
Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.
Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.
Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.
Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.
And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.
Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Some visual assets used in the game were created with the help of generative AI. This includes certain service icons, such as Express Delivery, some NPC purchase icons, such as Cook and Burger Maker, and some burger ingredient images. These AI-generated visuals are used as in-game UI/store assets and item icons.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer.
This game uses AI-generated translation for localization in the following languages: Polish, Simplified Chinese, Brazilian Portuguese, Spanish, German, French, Korean, and Japanese.
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets.
Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit.
Generative AI were used to assist in the creation of assets, and artwork. All generated content was reviewed and modified by the developers before inclusion in the final game.
This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools.
To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization:
Pre-rendered Content & Video Sequences:
The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited.
The short animations for the item forging and dismantling systems were generated using AI and manually refined.
Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished.
Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools.
Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools.
We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide.
We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us.
AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters.
We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either.
AI tools were used to assist with some code development and selected Steam store page text. The core game design, gameplay, and creative direction are created by the development team. No live generative AI content is created during gameplay.
Artificial Intelligence was used as a supportive tool during the early stages of development, primarily for idea generation, documentation structuring, and general content review.
AI was also used to create certain placeholder images during the conceptual phase. These assets are temporary and will be replaced, as they are not intended to be part of the final version of the game.
All final game content, including design, gameplay systems, mechanics, artwork, and programming, has been manually created, implemented, and validated by the developer, along with licensed assets from the Unity Asset Store and contributions from freelancers (all properly credited).
The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service.
Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay.
Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players.
I use AI tools in limited parts of the development process, including:
• Assisting with certain steps of creating game assets.
• Supporting debugging workflows.
• Helping with localization and translation.
This game makes use of AI-assisted tools in the creation of certain visual assets. All AI-generated content has been manually reviewed, edited, and adapted by the developer to fit the artistic vision of the game.
The Event currently includes three AI-generated projector scenes used only as temporary placeholders, pending replacement with human-made artwork in the near future.(feel free to contact me for any possible collaborations)
Aside from these placeholder scenes, the remaining voice work, including the double voice effects, was created directly by the developer.
The store descriptions for this game were initially drafted and researched using assistance of an AI LLM. However, all final text has been modified, rewritten, and edited by the developer to ensure it accurately reflects the design and spirit of the game itself. Images in the store page or marketing material are not generated from AI.
No AI generated content is used for the production and development of the game. No AI generated text appears in the game.
Some music tracks in this game were created with the assistance of generative AI. The developer reviewed, edited, and selected all generated material before including it in the final product. No gameplay content, code, or player interactions are generated by AI
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
AI was used to assist/create with some 2D artwork in the game, some 3D models have been created with Meshy AI 3D model generator, as well as some promotional and store page images. No AI was used to generate gameplay, code, animations, or core game content. All gameplay systems and in‑game mechanics are manually created.
The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release.
Generative AI tools were used during parts of the asset prototyping and ideation process. All final game assets were significantly modified, refined, and curated by the development team before inclusion in the game.
We want to be fully transparent with our community about how we develop our game. In this project, we have integrated Artificial Intelligence (AI) tools as an operational support for our team.
How we use it:
- Process optimization: It helps us streamline technical tasks and repetitive workflows.
- Efficiency: It allows us to deliver better work and move forward much faster.
- Resource maximization: It enables the team to save time on mechanical processes to focus on the final game polish.
Our commitment to craftsmanship:
- Total human control: No element of the final game has been left solely to AI.
- Expert review: Every technical asset or piece of content goes through a rigorous human editing filter.
- Manual work behind everything: Technology only optimizes our delivery times, but there is always genuine craftsmanship behind every asset.
- Guaranteed quality: We use AI to empower our team's capabilities, ensuring the essence and final finish of the game remain 100% human.
Thank you for your constant support!
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.
The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.
Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.
Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.
Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.
Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.
And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.
Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Some visual assets used in the game were created with the help of generative AI. This includes certain service icons, such as Express Delivery, some NPC purchase icons, such as Cook and Burger Maker, and some burger ingredient images. These AI-generated visuals are used as in-game UI/store assets and item icons.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer.
This game uses AI-generated translation for localization in the following languages: Polish, Simplified Chinese, Brazilian Portuguese, Spanish, German, French, Korean, and Japanese.
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets.
Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit.
Generative AI were used to assist in the creation of assets, and artwork. All generated content was reviewed and modified by the developers before inclusion in the final game.
This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools.
To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization:
Pre-rendered Content & Video Sequences:
The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited.
The short animations for the item forging and dismantling systems were generated using AI and manually refined.
Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished.
Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools.
Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools.
We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide.
We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us.
AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters.
We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either.
AI tools were used to assist with some code development and selected Steam store page text. The core game design, gameplay, and creative direction are created by the development team. No live generative AI content is created during gameplay.
Artificial Intelligence was used as a supportive tool during the early stages of development, primarily for idea generation, documentation structuring, and general content review.
AI was also used to create certain placeholder images during the conceptual phase. These assets are temporary and will be replaced, as they are not intended to be part of the final version of the game.
All final game content, including design, gameplay systems, mechanics, artwork, and programming, has been manually created, implemented, and validated by the developer, along with licensed assets from the Unity Asset Store and contributions from freelancers (all properly credited).
The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service.
Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay.