Public Steam disclosure research25,376 disclosures tracked
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Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game.
Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game.
This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made.
Generative AI tools assisted with drafting and translating text for the store page and trailer captions. The game does not generate AI content during play.
Card Monarchy was made using AI tools.
PRE-GENERATED CONTENT
- Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision.
- Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources.
NOTHING IS GENERATED WHILE YOU PLAY
The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair.
Some of the artwork in Clash of Crests was produced with generative AI image tools and then cropped, composited, retouched and finished by the developer. This includes unit and character portraits, faction crests, campaign banners and key art, and some environment and prop art. Parts of the in-game lore and flavour text were drafted with AI assistance and then edited by the developer. Nothing is generated by AI while you play: all content ships with the game as fixed, pre-made assets.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values.
Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service.
As a solo developer several of the art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly start using commissioned art.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together.
I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights.
Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service.
Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play.
Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play.
Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service.
Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay.
We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay.
Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design.
The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding
Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated.
Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content.
Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay.
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game.
Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game.
This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made.
Generative AI tools assisted with drafting and translating text for the store page and trailer captions. The game does not generate AI content during play.
Card Monarchy was made using AI tools.
PRE-GENERATED CONTENT
- Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision.
- Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources.
NOTHING IS GENERATED WHILE YOU PLAY
The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair.
Some of the artwork in Clash of Crests was produced with generative AI image tools and then cropped, composited, retouched and finished by the developer. This includes unit and character portraits, faction crests, campaign banners and key art, and some environment and prop art. Parts of the in-game lore and flavour text were drafted with AI assistance and then edited by the developer. Nothing is generated by AI while you play: all content ships with the game as fixed, pre-made assets.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values.
Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service.
As a solo developer several of the art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly start using commissioned art.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together.
I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights.
Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service.
Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play.
Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play.
Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service.
Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay.
We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay.
Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design.
The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding
Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated.
Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content.
Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay.