Public Steam disclosure research25,376 disclosures tracked
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The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work.
Pre-generated content only. No AI generated content is produced at runtime during gameplay.
Some in-game text and its English localization were drafted with AI assistance and edited by the team.
All art, including card art, backgrounds, icons and UI, is created by our artist. AI image tools were used as visual reference during concept work only; no AI generated image ships in the game. No AI models are used for music or sound effects.
AI tools were used during development to create pre-generated character art and animations, backgrounds, interface artwork, and sound effects, as well as Steam store descriptions and promotional artwork, including the animated store banner. Assets were selected, reviewed, processed or edited as needed, and integrated into the game or its Steam presentation. Music was composed and synthesized with AI-assisted development tools. The shipped game uses these prepared assets; it does not generate AI content or connect to AI services during gameplay.
During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically:
Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team.
Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists.
We maintain rigorous quality control over all final assets to ensure the best possible experience for our players.
The game contains pre-generated artwork and AI-assisted narrative/localization created during development under human direction.
The assets were iteratively selected, composed, edited and reviewed for this project.
Prompts requested generic original fantasy subjects and did not request existing characters, logos, or the imitation of a named living artist.
No generative AI service runs during gameplay and players cannot submit prompts.
DEADLUCK V was created using generative AI, including its artwork, music, sound effects and written content. This content was generated during development. The game does not generate AI content or connect to AI services during gameplay.
Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team.
Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Generative AI was used during development to create pre-generated visual assets for the game, including character artwork, card artwork, backgrounds, visual effects, textures, UI artwork, and promotional materials.
All AI-generated content is reviewed and curated by the developer before being included in the game.
The game does not use live generative AI during gameplay.
Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic.
Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
Parts of this game's content were produced with generative AI tools.
No content is generated at runtime. Every asset shipped with the game was produced, reviewed and approved prior to release.
Some icons and character sprites were created with the assistance of generative AI, then edited and refined by hand. The remaining artwork consists of pre-made assets and hand-drawn work.
Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation.
Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later.
Some promotional artwork for this game (such as the store capsule image)
was created with the help of generative AI tools and then edited by hand.
All in-game content — 3D models, animations, sound effects, interface and
code — was created without generative AI. The game does not use AI during
gameplay and does not connect to any external AI service.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Some images were created with AI image generation: the crew portraits, loading-screen image, and the current store capsule artwork and logo (commissioned artwork will replace the capsule). The game's code was written with AI coding assistants under the developer's direction; ships, weapons and effects are drawn procedurally by that code. All in-game text is written by the developer.
The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance.
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.
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.
Generative AI assisted the creation of scientific illustrations, scientist portraits, felt textures, card-pack art, text and translations. These are fixed assets included in the game. There is no live AI generation during play.
Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services.
Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI.
Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content.
The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work.
Pre-generated content only. No AI generated content is produced at runtime during gameplay.
Some in-game text and its English localization were drafted with AI assistance and edited by the team.
All art, including card art, backgrounds, icons and UI, is created by our artist. AI image tools were used as visual reference during concept work only; no AI generated image ships in the game. No AI models are used for music or sound effects.
AI tools were used during development to create pre-generated character art and animations, backgrounds, interface artwork, and sound effects, as well as Steam store descriptions and promotional artwork, including the animated store banner. Assets were selected, reviewed, processed or edited as needed, and integrated into the game or its Steam presentation. Music was composed and synthesized with AI-assisted development tools. The shipped game uses these prepared assets; it does not generate AI content or connect to AI services during gameplay.
During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically:
Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team.
Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists.
We maintain rigorous quality control over all final assets to ensure the best possible experience for our players.
The game contains pre-generated artwork and AI-assisted narrative/localization created during development under human direction.
The assets were iteratively selected, composed, edited and reviewed for this project.
Prompts requested generic original fantasy subjects and did not request existing characters, logos, or the imitation of a named living artist.
No generative AI service runs during gameplay and players cannot submit prompts.
DEADLUCK V was created using generative AI, including its artwork, music, sound effects and written content. This content was generated during development. The game does not generate AI content or connect to AI services during gameplay.
Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team.
Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Generative AI was used during development to create pre-generated visual assets for the game, including character artwork, card artwork, backgrounds, visual effects, textures, UI artwork, and promotional materials.
All AI-generated content is reviewed and curated by the developer before being included in the game.
The game does not use live generative AI during gameplay.
Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic.
Generative AI tools assisted development and the creation of promotional artwork and some written content. Screenshots and gameplay footage show the actual game. No AI content is generated during gameplay, and the game does not connect to external AI services.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
Parts of this game's content were produced with generative AI tools.
No content is generated at runtime. Every asset shipped with the game was produced, reviewed and approved prior to release.
Some icons and character sprites were created with the assistance of generative AI, then edited and refined by hand. The remaining artwork consists of pre-made assets and hand-drawn work.
Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation.
Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later.
Some promotional artwork for this game (such as the store capsule image)
was created with the help of generative AI tools and then edited by hand.
All in-game content — 3D models, animations, sound effects, interface and
code — was created without generative AI. The game does not use AI during
gameplay and does not connect to any external AI service.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Some images were created with AI image generation: the crew portraits, loading-screen image, and the current store capsule artwork and logo (commissioned artwork will replace the capsule). The game's code was written with AI coding assistants under the developer's direction; ships, weapons and effects are drawn procedurally by that code. All in-game text is written by the developer.
The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance.
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.
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.
Generative AI assisted the creation of scientific illustrations, scientist portraits, felt textures, card-pack art, text and translations. These are fixed assets included in the game. There is no live AI generation during play.
Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services.
Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI.
Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content.
The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI.