Public Steam disclosure research26,619 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running.
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.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
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 synthesized in-engine from scores written into the game's code; the game ships no audio files and no AI audio-generation tools were used. The code, including those scores, was written by the developer with AI assistance. The game contains no live/runtime AI generation.
During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices.
Generative AI was used during development to create and refine pre-generated visual assets for Legends of the Pitch, including character illustrations, environment artwork, card and interface imagery, and promotional artwork for the Steam store. Screenshots and trailers may display these assets. The developer selected, edited and integrated the final content. No AI content is generated during gameplay, and the game does not connect to any external AI service while playing.
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.
・Some of the posters were created using generative AI (ChatGPT and Gemini).
・Some of the voices were created using generative AI (Ondoku).
・The translations were created using generative AI (Gemini).
The voice lines in this game were generated using AI text-to-speech tools. We are a small team of two people, and professional voice acting was beyond the budget of this project.
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials.
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.
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.
Soundgun does not use AI while it runs, and it ships no AI-generated sounds. Some of its interface text, translations and store page text were drafted with the help of AI tools and reviewed by the developer.
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
This game uses generative AI tools to create its in-game graphics, some of its text (such as dialogue and news), and most of its background music.
Content created with AI was reviewed and adjusted by the developer before being included in the game.
I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore!
Bloodlines & Banners is designed, architected, and coded by one person with a passion for older asynchronous strategy games. 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 work our sole designer completed with help from AI. 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.
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
The game was developed using a combination of purchased assets and original content. Generative AI was also used in creating some images, music, text, translations, and store and promotional materials.
All AI-assisted content was created in advance. The game does not generate AI content in real time or connect to external AI services during gameplay.
Generative AI tools were utilized to generate base assets for various 3D models and musical tracks. All AI-generated content was subsequently edited, refined, and integrated manually to match the vision of the game.
Generative AI tools were used during development to create portions of the game's visual artwork, sound effects, music, and localized text, as well as promotional artwork for the Steam store page. This includes pre-rendered background illustrations, promotional capsule images, audio assets, and AI-generated translations.
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.
We are an independent game studio. All monsters, levels, abilities, and character builds in the game are original designs created by human designers. The game’s models and icons were produced using a combination of AI tools and manual editing. The promotional images on the store page were generated by AI and then manually edited.
Pre-Generated AI Content Disclosure
We used AI-assisted tools during the development of Kamira as development and production assistance.
AI assistance was used in several areas of the development process, including programming and technical implementation, development support, asset-related workflows, preparation of visual materials for the Steam store page, and other general technical tasks.
AI assistance was also used for some text-related content in the game. This includes assistance with menu and interface text, translations/localization, task and objective descriptions, and other written elements. AI-generated or AI-assisted text was incorporated into the game as pre-generated content during development and is not generated dynamically while the game is running.
AI tools were also used to assist with asset creation and preparation during development. Some visual materials prepared for the Steam store page were created or prepared with AI assistance.
For audio, AI was used only as technical assistance for implementing, placing, and integrating audio content into the game. AI was not used to generate the audio itself.
AI was additionally used as a technical development assistant for tasks such as writing and troubleshooting code, implementing systems, integrating assets, and solving development-related technical problems.
Kamira does not use live-generated AI. There are no systems in the released game that use AI services or generative AI models to dynamically generate text, images, audio, dialogue, gameplay content, or other media in response to player input while the game is running.
All AI-assisted or AI-generated content described above was created or prepared during development and included in the game or its associated store materials beforehand.
This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay.
Artwork: created with generative AI, pre-rendered, hand-curated and edited.
Code and design: 100% human-written, built on a match-3 framework I've developed and shipped five games with since 2012.
Runtime: no AI is used while the game is running.
The original 1998 version of Avalon was created entirely by hand, including its graphics, music, story, gameplay, game engine and even its custom music software. Avalon: Legacy Edition retains many of these original assets. Generative AI was used to create or refine much of the updated visual, audio and written content. No content is generated live during gameplay.
This game uses AI-assisted content created during development:
- Some card art and story silhouette assets were created with AI image generation tools
- Some background music was created with AI music generation tools
The game contains no runtime AI-generated content. All AI-assisted assets have been manually reviewed, selected, and edited.
Some 3D models, props and images were created with the help of generative AI tools and then edited and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running.
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.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
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 synthesized in-engine from scores written into the game's code; the game ships no audio files and no AI audio-generation tools were used. The code, including those scores, was written by the developer with AI assistance. The game contains no live/runtime AI generation.
During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices.
Generative AI was used during development to create and refine pre-generated visual assets for Legends of the Pitch, including character illustrations, environment artwork, card and interface imagery, and promotional artwork for the Steam store. Screenshots and trailers may display these assets. The developer selected, edited and integrated the final content. No AI content is generated during gameplay, and the game does not connect to any external AI service while playing.
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.
・Some of the posters were created using generative AI (ChatGPT and Gemini).
・Some of the voices were created using generative AI (Ondoku).
・The translations were created using generative AI (Gemini).
The voice lines in this game were generated using AI text-to-speech tools. We are a small team of two people, and professional voice acting was beyond the budget of this project.
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials.
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.
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.
Soundgun does not use AI while it runs, and it ships no AI-generated sounds. Some of its interface text, translations and store page text were drafted with the help of AI tools and reviewed by the developer.
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
This game uses generative AI tools to create its in-game graphics, some of its text (such as dialogue and news), and most of its background music.
Content created with AI was reviewed and adjusted by the developer before being included in the game.
I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore!
Bloodlines & Banners is designed, architected, and coded by one person with a passion for older asynchronous strategy games. 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 work our sole designer completed with help from AI. 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.
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
The game was developed using a combination of purchased assets and original content. Generative AI was also used in creating some images, music, text, translations, and store and promotional materials.
All AI-assisted content was created in advance. The game does not generate AI content in real time or connect to external AI services during gameplay.
Generative AI tools were utilized to generate base assets for various 3D models and musical tracks. All AI-generated content was subsequently edited, refined, and integrated manually to match the vision of the game.
Generative AI tools were used during development to create portions of the game's visual artwork, sound effects, music, and localized text, as well as promotional artwork for the Steam store page. This includes pre-rendered background illustrations, promotional capsule images, audio assets, and AI-generated translations.
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.
We are an independent game studio. All monsters, levels, abilities, and character builds in the game are original designs created by human designers. The game’s models and icons were produced using a combination of AI tools and manual editing. The promotional images on the store page were generated by AI and then manually edited.
Pre-Generated AI Content Disclosure
We used AI-assisted tools during the development of Kamira as development and production assistance.
AI assistance was used in several areas of the development process, including programming and technical implementation, development support, asset-related workflows, preparation of visual materials for the Steam store page, and other general technical tasks.
AI assistance was also used for some text-related content in the game. This includes assistance with menu and interface text, translations/localization, task and objective descriptions, and other written elements. AI-generated or AI-assisted text was incorporated into the game as pre-generated content during development and is not generated dynamically while the game is running.
AI tools were also used to assist with asset creation and preparation during development. Some visual materials prepared for the Steam store page were created or prepared with AI assistance.
For audio, AI was used only as technical assistance for implementing, placing, and integrating audio content into the game. AI was not used to generate the audio itself.
AI was additionally used as a technical development assistant for tasks such as writing and troubleshooting code, implementing systems, integrating assets, and solving development-related technical problems.
Kamira does not use live-generated AI. There are no systems in the released game that use AI services or generative AI models to dynamically generate text, images, audio, dialogue, gameplay content, or other media in response to player input while the game is running.
All AI-assisted or AI-generated content described above was created or prepared during development and included in the game or its associated store materials beforehand.
This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay.
Artwork: created with generative AI, pre-rendered, hand-curated and edited.
Code and design: 100% human-written, built on a match-3 framework I've developed and shipped five games with since 2012.
Runtime: no AI is used while the game is running.
The original 1998 version of Avalon was created entirely by hand, including its graphics, music, story, gameplay, game engine and even its custom music software. Avalon: Legacy Edition retains many of these original assets. Generative AI was used to create or refine much of the updated visual, audio and written content. No content is generated live during gameplay.
This game uses AI-assisted content created during development:
- Some card art and story silhouette assets were created with AI image generation tools
- Some background music was created with AI music generation tools
The game contains no runtime AI-generated content. All AI-assisted assets have been manually reviewed, selected, and edited.
Some 3D models, props and images were created with the help of generative AI tools and then edited and integrated by the developer. No AI-generated content is created during gameplay.