Public Steam disclosure research25,376 disclosures tracked
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Generative AI-assisted tools were used during production to create and refine pre-generated visual artwork, synthesized voice-over, and elements of the narrative and English localization. All materials were reviewed and edited by the development team before inclusion. The game does not generate content during gameplay and does not connect to third-party AI services.
AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage.
Generative AI tools were used during development to assist with portions of the game’s interface and narrative text, programming, procedurally constructed 2D visual elements, and marketing materials. All included content was reviewed, edited, and integrated by the developer. Tide & Crown does not generate AI content during gameplay and does not connect to external AI services.
Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play.
Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns.
Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures.
Some of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release.
THE LAST LOGIN uses pre-generated AI-assisted content in selected visual assets, character voice-over, music, and sound effects. All AI-assisted content was created during development and is included as fixed game content. No AI content is generated during gameplay.
Generative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content.
The game uses AI tools to assist in generating background graphics and supporting the artistic process. AI is also used to aid in translation and localization, making the game available in multiple regions and languages.
Generative AI was used to assist in the creation of some game assets, including audio and visual elements. These assets were reviewed and integrated into the game by the developer.
Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer.
No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay.
BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
This game uses generative AI for part of its artwork and its voice lines.
The hunter portraits were created with a generative AI image model, then selected, retouched and approved by hand. The voices you hear over the radio were produced with an AI voice model, speaking scripts written by the developer.
All of this was generated during development and is fixed in the build. No generative AI runs while you play: nothing is created live, and the game never contacts an AI service.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of the 2D art and textures in this game were created with the help of generative AI tools. Generative AI was also used to assist with writing and translating parts of the in-game text. All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI while you play.
Generative AI tools were used during development to enhance and refine selected existing in-game artwork and music. These assets were not generated from scratch; AI was used only as part of the editing and improvement process. All AI-assisted outputs were reviewed and approved by the developer. The game does not generate AI content at runtime.
This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay.
Assistance with the development of:
- Custom procedural 2D animation rig.
- Reinforcement learning (RL) layer for player and NPC animations in hand-authored 2D environments.
- Base designs for sprites and backgrounds (further iterated by hand using digital editing software like photoshop)
No ai tools were used in any capacity for writing or story elements, voice acting, music, or anywhere else.
Some background art, still images, videos, and music were created with the assistance of generative AI tools; every asset was reviewed and curated by the developer. During gameplay, callers' dialogue is performed by an AI language model running entirely on the player's PC — fully offline, with no external AI service. The AI performs characters only within hand-written script boundaries, all story outcomes are decided by deterministic game logic, and generated text is filtered before display. Voice input is transcribed locally and never leaves your machine.
English — artwork (yes, pre-generated):
Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped.
English — writing (human, not AI narrative):
All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated.
English — audio / runtime (so reviewers do not assume the rest):
Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime.
Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
We’d like to be transparent about the localization of THE WRONG WAY ROUND.
Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage.
We’re continuously improving the translations and really appreciate any feedback from native speakers.
In a particularly fitting twist for a game about artificial intelligence whose protagonist is herself an artificial intelligence, generative AI tools were used during development to assist with some pre-generated visual assets, music, and portions of the text and localization. All AI-assisted content was reviewed, edited, and curated by the developer. No generative AI is used during gameplay.
This game uses generative AI to create some character sprites, event CGs, backgrounds, and other in-game images. Some translations are also created using generative AI. These AI-generated assets are used as part of the game's content, as well as in images displayed on the game's store page. The game does not use generative AI to generate content in real time based on player input.
Some illustrative artwork used in the game (atmospheric key art shown in the in-game gallery) was created with the assistance of AI image-generation tools. Portions of the game's narrative text, achievement descriptions, and localized translations were written with the assistance of an AI language tool during development, then reviewed and edited by the developer. All sound effects and music are procedurally synthesized using traditional digital signal processing (oscillators and filters), not AI-generated.
AI generation was temporarily used for placeholder assets, sound effects, and code during early development. all of these will be replaced with custom work before the official launch. AI is not used at runtime.
This game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
This game uses Eleven Labs to generate certain sound effects. All other content — including art, models, music, writing, and gameplay — is entirely hand‑made and does not use AI.
This game uses generative artificial intelligence in the production of some visual assets (environment textures/materials and promotional artwork), with human review and curation. No AI content is generated in real time during gameplay — the story, gameplay, and in-game experience are created and controlled by the team.
Generative AI-assisted tools were used during production to create and refine pre-generated visual artwork, synthesized voice-over, and elements of the narrative and English localization. All materials were reviewed and edited by the development team before inclusion. The game does not generate content during gameplay and does not connect to third-party AI services.
AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage.
Generative AI tools were used during development to assist with portions of the game’s interface and narrative text, programming, procedurally constructed 2D visual elements, and marketing materials. All included content was reviewed, edited, and integrated by the developer. Tide & Crown does not generate AI content during gameplay and does not connect to external AI services.
Parts this game's visual assets — including concept art, textures, and character portraits — were pre-rendered with generative AI tools during development, then reviewed and hand-integrated by the developer. Store and marketing images were produced the same way. No content is generated by in real time while you play.
Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns.
Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures.
Some of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release.
THE LAST LOGIN uses pre-generated AI-assisted content in selected visual assets, character voice-over, music, and sound effects. All AI-assisted content was created during development and is included as fixed game content. No AI content is generated during gameplay.
Generative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content.
The game uses AI tools to assist in generating background graphics and supporting the artistic process. AI is also used to aid in translation and localization, making the game available in multiple regions and languages.
Generative AI was used to assist in the creation of some game assets, including audio and visual elements. These assets were reviewed and integrated into the game by the developer.
Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer.
No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay.
BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
This game uses generative AI for part of its artwork and its voice lines.
The hunter portraits were created with a generative AI image model, then selected, retouched and approved by hand. The voices you hear over the radio were produced with an AI voice model, speaking scripts written by the developer.
All of this was generated during development and is fixed in the build. No generative AI runs while you play: nothing is created live, and the game never contacts an AI service.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of the 2D art and textures in this game were created with the help of generative AI tools. Generative AI was also used to assist with writing and translating parts of the in-game text. All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI while you play.
Generative AI tools were used during development to enhance and refine selected existing in-game artwork and music. These assets were not generated from scratch; AI was used only as part of the editing and improvement process. All AI-assisted outputs were reviewed and approved by the developer. The game does not generate AI content at runtime.
This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay.
Assistance with the development of:
- Custom procedural 2D animation rig.
- Reinforcement learning (RL) layer for player and NPC animations in hand-authored 2D environments.
- Base designs for sprites and backgrounds (further iterated by hand using digital editing software like photoshop)
No ai tools were used in any capacity for writing or story elements, voice acting, music, or anywhere else.
Some background art, still images, videos, and music were created with the assistance of generative AI tools; every asset was reviewed and curated by the developer. During gameplay, callers' dialogue is performed by an AI language model running entirely on the player's PC — fully offline, with no external AI service. The AI performs characters only within hand-written script boundaries, all story outcomes are decided by deterministic game logic, and generated text is filtered before display. Voice input is transcribed locally and never leaves your machine.
English — artwork (yes, pre-generated):
Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped.
English — writing (human, not AI narrative):
All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated.
English — audio / runtime (so reviewers do not assume the rest):
Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime.
Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
We’d like to be transparent about the localization of THE WRONG WAY ROUND.
Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage.
We’re continuously improving the translations and really appreciate any feedback from native speakers.
In a particularly fitting twist for a game about artificial intelligence whose protagonist is herself an artificial intelligence, generative AI tools were used during development to assist with some pre-generated visual assets, music, and portions of the text and localization. All AI-assisted content was reviewed, edited, and curated by the developer. No generative AI is used during gameplay.
This game uses generative AI to create some character sprites, event CGs, backgrounds, and other in-game images. Some translations are also created using generative AI. These AI-generated assets are used as part of the game's content, as well as in images displayed on the game's store page. The game does not use generative AI to generate content in real time based on player input.
Some illustrative artwork used in the game (atmospheric key art shown in the in-game gallery) was created with the assistance of AI image-generation tools. Portions of the game's narrative text, achievement descriptions, and localized translations were written with the assistance of an AI language tool during development, then reviewed and edited by the developer. All sound effects and music are procedurally synthesized using traditional digital signal processing (oscillators and filters), not AI-generated.
AI generation was temporarily used for placeholder assets, sound effects, and code during early development. all of these will be replaced with custom work before the official launch. AI is not used at runtime.
This game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
This game uses Eleven Labs to generate certain sound effects. All other content — including art, models, music, writing, and gameplay — is entirely hand‑made and does not use AI.
This game uses generative artificial intelligence in the production of some visual assets (environment textures/materials and promotional artwork), with human review and curation. No AI content is generated in real time during gameplay — the story, gameplay, and in-game experience are created and controlled by the team.