Public Steam disclosure research25,512 disclosures tracked
Where do games disclose AI use?
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This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and textures in this game were created with the help of
generative AI tools. All AI-generated assets were
reviewed, edited, optimized and integrated manually by the developer.
The game does not generate any content live during gameplay.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
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.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Some of the game's art assets, such as character and enemy models, portraits and icons, were created during development with the assistance of generative AI tools, and were then reviewed, curated and edited by the team. All AI-assisted content is pre-rendered: nothing is generated while the game is running.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
Puzzle grids are constructed using Crossword Compiler, a conventional (non-AI) crossword construction tool. AI tools were used to assist in drafting clue text, which was then rewritten and reviewed by hand before inclusion. Every clue and answer that ships in the game has been checked by an individual human for accuracy, solvability, and quality. No content is generated during gameplay.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
Some character art and store artwork were created with generative AI tools and then human edited and composited. The game contains no AI generated content created at runtime.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
This game uses generative artificial intelligence to create some of its visual assets. Specifically, the food images and the number graphics featured in the game were generated using AI tools.
During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
Part of the audio in this game is generated with AI: the music and some of the sound effects.
Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually.
Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc.
Generative AI was used only to assist with the localization of in-game text. All AI-assisted translations are manually reviewed and edited by the developer before being included in the game. No generative AI is used to generate content during gameplay.
This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay.
This game uses AI-generated assets for certain visual elements, including background art and environment textures. All AI-generated content was carefully curated and integrated by our team to ensure it aligns with the game’s artistic vision. No AI was used for real-time gameplay mechanics, narrative generation, or audio content
This game uses generative AI in parts of its development.
- Code — an AI coding assistant was used to help write the source code.
- Text translation — AI was used to translate the game's text into each supported language.
All of the above was reviewed and adjusted by the developer before release.
No content is generated by AI while the game is running.
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI tools were used during development to assist with the creation and refinement of some pre-generated 2D artwork, UI illustrations, icons, promotional images, and selected audio assets. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not generate content with AI at runtime, and no player input is sent to an AI service.
Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization.
Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services.
Almost all of the art in the game has been created by Alexandr Elichev, the artist of the original Gloomhaven board game. A few missing art assets for summoned creatures for characters for this game were generated with AI. We hope to be able to replace these with official art as time progresses (and when I have a stable job to be able to pay for this).
During development, an AI coding assistant was used to help write the game's code, including the code that renders its vector graphics, and to help create the game's music.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and textures in this game were created with the help of
generative AI tools. All AI-generated assets were
reviewed, edited, optimized and integrated manually by the developer.
The game does not generate any content live during gameplay.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
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.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Some of the game's art assets, such as character and enemy models, portraits and icons, were created during development with the assistance of generative AI tools, and were then reviewed, curated and edited by the team. All AI-assisted content is pre-rendered: nothing is generated while the game is running.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
Puzzle grids are constructed using Crossword Compiler, a conventional (non-AI) crossword construction tool. AI tools were used to assist in drafting clue text, which was then rewritten and reviewed by hand before inclusion. Every clue and answer that ships in the game has been checked by an individual human for accuracy, solvability, and quality. No content is generated during gameplay.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
Some character art and store artwork were created with generative AI tools and then human edited and composited. The game contains no AI generated content created at runtime.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
This game uses generative artificial intelligence to create some of its visual assets. Specifically, the food images and the number graphics featured in the game were generated using AI tools.
During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
Part of the audio in this game is generated with AI: the music and some of the sound effects.
Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually.
Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc.
Generative AI was used only to assist with the localization of in-game text. All AI-assisted translations are manually reviewed and edited by the developer before being included in the game. No generative AI is used to generate content during gameplay.
This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay.
This game uses AI-generated assets for certain visual elements, including background art and environment textures. All AI-generated content was carefully curated and integrated by our team to ensure it aligns with the game’s artistic vision. No AI was used for real-time gameplay mechanics, narrative generation, or audio content
This game uses generative AI in parts of its development.
- Code — an AI coding assistant was used to help write the source code.
- Text translation — AI was used to translate the game's text into each supported language.
All of the above was reviewed and adjusted by the developer before release.
No content is generated by AI while the game is running.
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI tools were used during development to assist with the creation and refinement of some pre-generated 2D artwork, UI illustrations, icons, promotional images, and selected audio assets. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not generate content with AI at runtime, and no player input is sent to an AI service.
Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization.
Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services.
Almost all of the art in the game has been created by Alexandr Elichev, the artist of the original Gloomhaven board game. A few missing art assets for summoned creatures for characters for this game were generated with AI. We hope to be able to replace these with official art as time progresses (and when I have a stable job to be able to pay for this).
During development, an AI coding assistant was used to help write the game's code, including the code that renders its vector graphics, and to help create the game's music.