Public Steam disclosure research25,380 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used in the following ways:
• The title logo on our store capsule images was created with an AI image
tool. Everything else in those images is real footage from the running game.
• The trailer narration was written with AI assistance and voiced using
ElevenLabs text-to-speech.
• Some in-game text event descriptions, help and interface copy was
written with AI assistance and edited by hand.
The game itself is not AI-generated. The world simulation, the voxel terrain
and its creatures, and all in-game art are hand-built. Sound effects and music
are licensed from stock audio libraries. Nothing is generated while you play.
Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world.
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
Narrative dialogue and story text were generated with AI assistance. Placeholder textures generated with AI appear in store page screenshots and marketing assets.
AI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music.
The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some promotional artwork and marketing materials for this game were created with the assistance of generative AI tools. All gameplay content, systems, and game assets are developed and reviewed by the development team.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans.
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
The game's art, audio and voice content — including visual assets, UI elements, narrator voice-over, music, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
This game uses generative AI tools in parts of its development. Some code was written with AI coding assistants, and some marketing and store artwork — including the capsule art and logo — was produced with AI assistance, based on and matched to in-game assets we created ourselves. Some 3D assets were created with AI-assisted tools All screenshots show real gameplay, all AI-assisted output is reviewed by a human before it ships, and no AI-generated content is produced live during play.
Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development.
Generative AI was used for some game assets, music, and promotional materials. All content was manually reviewed and selected. No AI is used during gameplay.
AI tools were used to assist development, including code, Chinese/Spanish localization text and store page copy. All AI-assisted content was reviewed and curated by the developer. The game does not generate any content with AI at runtime.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
This game uses generative AI for some pre-generated content. Specifically, generative AI tools were used in the creation of some in-game background/wallpaper assets and some in-game background music. All such content has been reviewed, selected, and edited by the developer before being included in the game. The game does not use live-generated AI content during gameplay.
Although AI tools were used during the making of this game for efficiency, we have put our love, care, and effort into every part of it so players can experience the game as intended.
AI was used only as a support tool where helpful, and its use was kept minimal. All creative decisions, final content, and gameplay direction were reviewed and shaped by the developer to make sure nothing takes away from the intended player experience.
Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features.
Some visual assets and portions of the game's development were created with the assistance of generative AI. AI was used as a creative and productivity tool during development, with all generated content reviewed, edited, and integrated by the solo developer.
Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play.
To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion.
Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior.
Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer.
Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game.
Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer.
Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author.
The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced.
We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons.
The final release version of the game will not use AI-generated content.
Generative AI is used only to assist with localization and translation of game-related text. No gameplay, artwork, audio, or other player-facing content is generated by AI.
Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player.
AI is used during our early Alpha development phase to create temporary placeholder art. The intent is to replace once the core game loop as been satisfied.
The majority of this game's assets are human created. However during the development process, AI-based tools were used to assist further with selective content creation. The final product is highly reflective of the vision and creativity of the team.
A pre-rendered cinematic intro sequence was created with the assistance of AI-based video generation tools. Some visual assets were generated or refined using AI image generation.
Generative AI was used in the following ways:
• The title logo on our store capsule images was created with an AI image
tool. Everything else in those images is real footage from the running game.
• The trailer narration was written with AI assistance and voiced using
ElevenLabs text-to-speech.
• Some in-game text event descriptions, help and interface copy was
written with AI assistance and edited by hand.
The game itself is not AI-generated. The world simulation, the voxel terrain
and its creatures, and all in-game art are hand-built. Sound effects and music
are licensed from stock audio libraries. Nothing is generated while you play.
Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world.
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
Narrative dialogue and story text were generated with AI assistance. Placeholder textures generated with AI appear in store page screenshots and marketing assets.
AI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music.
The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some promotional artwork and marketing materials for this game were created with the assistance of generative AI tools. All gameplay content, systems, and game assets are developed and reviewed by the development team.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans.
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
The game's art, audio and voice content — including visual assets, UI elements, narrator voice-over, music, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
This game uses generative AI tools in parts of its development. Some code was written with AI coding assistants, and some marketing and store artwork — including the capsule art and logo — was produced with AI assistance, based on and matched to in-game assets we created ourselves. Some 3D assets were created with AI-assisted tools All screenshots show real gameplay, all AI-assisted output is reviewed by a human before it ships, and no AI-generated content is produced live during play.
Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development.
Generative AI was used for some game assets, music, and promotional materials. All content was manually reviewed and selected. No AI is used during gameplay.
AI tools were used to assist development, including code, Chinese/Spanish localization text and store page copy. All AI-assisted content was reviewed and curated by the developer. The game does not generate any content with AI at runtime.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
This game uses generative AI for some pre-generated content. Specifically, generative AI tools were used in the creation of some in-game background/wallpaper assets and some in-game background music. All such content has been reviewed, selected, and edited by the developer before being included in the game. The game does not use live-generated AI content during gameplay.
Although AI tools were used during the making of this game for efficiency, we have put our love, care, and effort into every part of it so players can experience the game as intended.
AI was used only as a support tool where helpful, and its use was kept minimal. All creative decisions, final content, and gameplay direction were reviewed and shaped by the developer to make sure nothing takes away from the intended player experience.
Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features.
Some visual assets and portions of the game's development were created with the assistance of generative AI. AI was used as a creative and productivity tool during development, with all generated content reviewed, edited, and integrated by the solo developer.
Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play.
To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion.
Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior.
Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer.
Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game.
Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer.
Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author.
The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced.
We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons.
The final release version of the game will not use AI-generated content.
Generative AI is used only to assist with localization and translation of game-related text. No gameplay, artwork, audio, or other player-facing content is generated by AI.
Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player.
AI is used during our early Alpha development phase to create temporary placeholder art. The intent is to replace once the core game loop as been satisfied.
The majority of this game's assets are human created. However during the development process, AI-based tools were used to assist further with selective content creation. The final product is highly reflective of the vision and creativity of the team.
A pre-rendered cinematic intro sequence was created with the assistance of AI-based video generation tools. Some visual assets were generated or refined using AI image generation.