Public Steam disclosure research25,376 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game.
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship.
This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
Some of PAIMT ARENA's 3D weapon models started as AI-generated meshes (Tripo) that were then hand-edited, retopologized, textured and rigged by the team. Some store and library artwork was produced with AI image tools and then edited by hand. No content is generated during play; gameplay, code, level design and UI are human-authored.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
AI is used solely to assist with development, such as for some localization and the creation of internal tools.
The game does not include any features that automatically generate content in real-time during gameplay.
Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content.
Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay.
Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team.
AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play.
Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources.
The core gameplay mechanics, 3D models, scene designs, and overall project were developed entirely by us. Generative AI tools were utilized for editing select promotional store page visuals and as assisting coding tools during the development process.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
During development we used generative AI tools to create some of the game's 2D
artwork and a portion of its 3D models, as well as some store page marketing
artwork. All AI-assisted assets were reviewed, edited, and finalized by our team.
The game does not generate AI content at runtime.
Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code.
Generative AI tools were used during development to create pre-rendered assets: creature and building artwork, icons, 3D models and parts of the store graphics. All assets were selected, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game.
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship.
This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
Some of PAIMT ARENA's 3D weapon models started as AI-generated meshes (Tripo) that were then hand-edited, retopologized, textured and rigged by the team. Some store and library artwork was produced with AI image tools and then edited by hand. No content is generated during play; gameplay, code, level design and UI are human-authored.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
AI is used solely to assist with development, such as for some localization and the creation of internal tools.
The game does not include any features that automatically generate content in real-time during gameplay.
Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content.
Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay.
Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team.
AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play.
Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources.
The core gameplay mechanics, 3D models, scene designs, and overall project were developed entirely by us. Generative AI tools were utilized for editing select promotional store page visuals and as assisting coding tools during the development process.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
During development we used generative AI tools to create some of the game's 2D
artwork and a portion of its 3D models, as well as some store page marketing
artwork. All AI-assisted assets were reviewed, edited, and finalized by our team.
The game does not generate AI content at runtime.
Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code.
Generative AI tools were used during development to create pre-rendered assets: creature and building artwork, icons, 3D models and parts of the store graphics. All assets were selected, edited and integrated by the developers. The game does not generate any content with AI while it is running.