Public Steam disclosure research25,376 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play.
- 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts.
- 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited.
- Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above.
- Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech).
- Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code.
- Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code.
Generative AI was used during development to assist with the creation and refinement of selected visual assets and promotional artwork. All AI-assisted content was reviewed and edited by the development team before being included in the game or store materials. The game does not use generative AI to create content during gameplay.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
Some character and equipment models were generated with an AI 3D tool and then rigged, recoloured and edited by hand. The icons were designed with AI tools and drawn in code, and the game's text was written with AI assistance and edited by the developer. Environments use asset packs made by people, sound effects come from a sound pack recorded by people, and the music is synthesised by the game's own code. No AI generates anything while you play.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Generative AI tools were used during development to create certain content included with the game:
Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures.
Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds.
Music: A portion of the in-game music was generated using AI music tools.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.
various visual assets and materials for Too Many Orbs! were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay.
Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay.
Table Night has an optional AI LLM game master: if the host turns it on with their own AI account, a language model narrates the match and judges what players write, while the game rolls the dice and decides every result. The AI is instructed to keep everything suitable for teens. Players' text is sent to the host's AI provider, and any table can be played with a human game master or none instead.
The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz.
AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play.
During development, AI tools assisted with modifying some existing 3D models, procedurally generating some original models and sound effects, coding, and translating the developer's own ending text. All other assets are licensed asset packs, Creative Commons music and real recordings. No AI content is generated during play.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play.
- 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts.
- 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited.
- Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above.
- Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech).
- Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code.
- Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code.
Generative AI was used during development to assist with the creation and refinement of selected visual assets and promotional artwork. All AI-assisted content was reviewed and edited by the development team before being included in the game or store materials. The game does not use generative AI to create content during gameplay.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play.
We used AI tools to assist with parts of development: writing some of the game code, changing the colors of existing 2D textures, and localizing the game's text into other languages. All AI-assisted results were reviewed and edited by our team.
Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
Some character and equipment models were generated with an AI 3D tool and then rigged, recoloured and edited by hand. The icons were designed with AI tools and drawn in code, and the game's text was written with AI assistance and edited by the developer. Environments use asset packs made by people, sound effects come from a sound pack recorded by people, and the music is synthesised by the game's own code. No AI generates anything while you play.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Generative AI tools were used during development to create certain content included with the game:
Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures.
Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds.
Music: A portion of the in-game music was generated using AI music tools.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.
various visual assets and materials for Too Many Orbs! were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay.
Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay.
Table Night has an optional AI LLM game master: if the host turns it on with their own AI account, a language model narrates the match and judges what players write, while the game rolls the dice and decides every result. The AI is instructed to keep everything suitable for teens. Players' text is sent to the host's AI provider, and any table can be played with a human game master or none instead.
The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz.
AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play.
During development, AI tools assisted with modifying some existing 3D models, procedurally generating some original models and sound effects, coding, and translating the developer's own ending text. All other assets are licensed asset packs, Creative Commons music and real recordings. No AI content is generated during play.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page.