Public Steam disclosure research25,508 disclosures tracked
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Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow.
Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game.
The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page.
Some promotional images on the Steam store page and selected in-game UI images were created or assisted using generative AI, then reviewed and edited by the development team before use.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
Monster Pit features handcrafted assets created by talented artists, musicians, and creators from the indie community. AI image generation tools were used during prototyping and stylization to keep the overall visual direction together.
Generative AI tools were used to assist in the creation of certain visual assets and sound effects. All content was reviewed, edited, and implemented manually by the developer.
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output.
Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay.
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5.
This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
Deep In The Mine was developed by a single person. Artificial intelligence was used to save time and correct certain shortcomings, particularly in audio creation and mesh generation.
Some 2D art assets in this game such as certain UI elements, background and map imagery, and loading screens were created with the help of generative AI tools.
I created this game in my coding class for school which prioritizes AI coding and development. I have coded a significant portion of this game using artificial tools.
RogueScape may use generative AI tools as part of the development workflow, primarily to assist with programming, debugging, prototyping, workflow automation, and occasional asset or copy iteration. Any AI-assisted content used in the game, store page, or related marketing materials is reviewed, edited, and approved by the developer before publication.
Generative AI tools were used during development for ideation, development assistance, and promotional exploration. All final gameplay systems, game logic, and in-game content were created and reviewed by the developer.
AI Usage Disclosure
Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer.
I used chatgpt to remaster some models, and to boost my artwork.
I DID NOT:
- let AI create any new models
- design any of my levels or scripts
- generate voices or music
The following aspects of this game's development were assisted by AI tools:
• Code architecture planning and refactoring suggestions
• Debugging assistance
• Localization (English / Simplified Chinese / Japanese / and other supported languages)
• Initial drafts of select art assets
• Background music generation (SUNO)
All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer.
This game uses pre-generated AI-assisted content for certain promotional artwork, visual assets, and audio materials. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with pre-generated content such as code iteration, localization assistance, and edited achievement icon variants. The game does not generate AI content at runtime. All content included in the product and Steam materials is reviewed and selected by the developer before release.
Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow.
Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game.
The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page.
Some promotional images on the Steam store page and selected in-game UI images were created or assisted using generative AI, then reviewed and edited by the development team before use.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
Monster Pit features handcrafted assets created by talented artists, musicians, and creators from the indie community. AI image generation tools were used during prototyping and stylization to keep the overall visual direction together.
Generative AI tools were used to assist in the creation of certain visual assets and sound effects. All content was reviewed, edited, and implemented manually by the developer.
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output.
Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay.
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5.
This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
Deep In The Mine was developed by a single person. Artificial intelligence was used to save time and correct certain shortcomings, particularly in audio creation and mesh generation.
Some 2D art assets in this game such as certain UI elements, background and map imagery, and loading screens were created with the help of generative AI tools.
I created this game in my coding class for school which prioritizes AI coding and development. I have coded a significant portion of this game using artificial tools.
RogueScape may use generative AI tools as part of the development workflow, primarily to assist with programming, debugging, prototyping, workflow automation, and occasional asset or copy iteration. Any AI-assisted content used in the game, store page, or related marketing materials is reviewed, edited, and approved by the developer before publication.
Generative AI tools were used during development for ideation, development assistance, and promotional exploration. All final gameplay systems, game logic, and in-game content were created and reviewed by the developer.
AI Usage Disclosure
Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer.
I used chatgpt to remaster some models, and to boost my artwork.
I DID NOT:
- let AI create any new models
- design any of my levels or scripts
- generate voices or music
The following aspects of this game's development were assisted by AI tools:
• Code architecture planning and refactoring suggestions
• Debugging assistance
• Localization (English / Simplified Chinese / Japanese / and other supported languages)
• Initial drafts of select art assets
• Background music generation (SUNO)
All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer.
This game uses pre-generated AI-assisted content for certain promotional artwork, visual assets, and audio materials. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with pre-generated content such as code iteration, localization assistance, and edited achievement icon variants. The game does not generate AI content at runtime. All content included in the product and Steam materials is reviewed and selected by the developer before release.