Public Steam disclosure research25,695 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Johnny Jagung uses generative AI across much of its content. The visual art (character, enemy, boss, and UI artwork), music, sound effects, in-game text, and Indonesian translation were all created with the help of generative AI tools, then reviewed, curated, and assembled into the game by the developer — for instance, character art is hand-edited, composited, and animated from generated source images. All AI-generated content is created during development; the game does not generate anything live while you play.
Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release.
During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style.
At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay.
No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles.
This game contains pre-generated content created with the assistance of generative AI.
AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials.
The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product.
Generative AI tools were used during development to assist with selected pre-generated visual assets and portions of the programming work. All AI-assisted content is manually reviewed, edited, and integrated by the developer. Visual assets are repainted, adjusted, and brought into a consistent art style before being used in the game or promotional materials. The game does not generate AI content during gameplay and does not connect to any external AI services.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
This game contains some pre-generated AI-assisted artwork and music. All AI-assisted content has been reviewed, curated, and integrated by the developer. AI coding tools were also used during development.
Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services.
Some images and UI elements in Pample were created with the help of generative AI tools. The rest of the game's content was made by the developer, and all AI-assisted assets were reviewed and curated by hand.
While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations
Aquasushi Cat was created in collaboration between a human developer and AI tools.
• Music and songs were generated locally using AI (ComfyUI).
• Parts of the game's code — including the code that procedurally draws the hand-styled vector graphics — were written with the help of an AI assistant (Claude).
• The in-game localization (English and Japanese) and store text were produced with AI assistance.
• A small number of sound effects were AI-generated; most sounds were recorded by the developer.
All content was directed, reviewed and finalized by a human developer. No AI content is generated live during gameplay.
The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running.
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping.
AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay.
Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
In keeping with the game's premise, many of the in-game AI opponent's answers — along with question prompts, post-game flavor text, and portions of the French localization — were written with the help of generative AI, reviewed and directed throughout by the developer.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist.
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data.
Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display.
Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction.
Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy.
This game contains pre-generated AI-assisted visual assets, including promotional store images, character illustrations, icons, backgrounds, and other artwork used in the game. All AI-generated assets have been reviewed, selected, and edited by the developer before being included in the final product. The game does not use live or runtime AI or external AI services during gameplay.
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
We used generative AI tools (such as Midjourney) to pre-generate some background illustrations and story artworks. All generated assets have been carefully reviewed and edited to ensure they do not violate any copyright or community guidelines.
Pre-generated AI content:
Some of the game's 2D illustrations — world and game-mode cover art, story-scene illustrations, character portraits, and store/promotional images — were created with the assistance of generative AI image tools. Every image was prompted, curated, selected and edited by the developer.
Portions of the game's source code were written with the assistance of an AI coding tool, always under direct human direction, review and testing.
Gameplay sprites, user interface, and fonts come from licensed third-party asset packs or were made by hand.
The game does NOT generate any content with AI at runtime: all content is fixed at development time, and no player data is sent to any AI service.
Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development.
Johnny Jagung uses generative AI across much of its content. The visual art (character, enemy, boss, and UI artwork), music, sound effects, in-game text, and Indonesian translation were all created with the help of generative AI tools, then reviewed, curated, and assembled into the game by the developer — for instance, character art is hand-edited, composited, and animated from generated source images. All AI-generated content is created during development; the game does not generate anything live while you play.
Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release.
During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style.
At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay.
No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles.
This game contains pre-generated content created with the assistance of generative AI.
AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials.
The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product.
Generative AI tools were used during development to assist with selected pre-generated visual assets and portions of the programming work. All AI-assisted content is manually reviewed, edited, and integrated by the developer. Visual assets are repainted, adjusted, and brought into a consistent art style before being used in the game or promotional materials. The game does not generate AI content during gameplay and does not connect to any external AI services.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
This game contains some pre-generated AI-assisted artwork and music. All AI-assisted content has been reviewed, curated, and integrated by the developer. AI coding tools were also used during development.
Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services.
Some images and UI elements in Pample were created with the help of generative AI tools. The rest of the game's content was made by the developer, and all AI-assisted assets were reviewed and curated by hand.
While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations
Aquasushi Cat was created in collaboration between a human developer and AI tools.
• Music and songs were generated locally using AI (ComfyUI).
• Parts of the game's code — including the code that procedurally draws the hand-styled vector graphics — were written with the help of an AI assistant (Claude).
• The in-game localization (English and Japanese) and store text were produced with AI assistance.
• A small number of sound effects were AI-generated; most sounds were recorded by the developer.
All content was directed, reviewed and finalized by a human developer. No AI content is generated live during gameplay.
The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running.
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping.
AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay.
Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
In keeping with the game's premise, many of the in-game AI opponent's answers — along with question prompts, post-game flavor text, and portions of the French localization — were written with the help of generative AI, reviewed and directed throughout by the developer.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist.
Generative AI was used throughout the development process. It was utilized alongside the developer to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure both quality and consistency standards were met.
Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data.
Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display.
Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction.
Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy.
This game contains pre-generated AI-assisted visual assets, including promotional store images, character illustrations, icons, backgrounds, and other artwork used in the game. All AI-generated assets have been reviewed, selected, and edited by the developer before being included in the final product. The game does not use live or runtime AI or external AI services during gameplay.
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
We used generative AI tools (such as Midjourney) to pre-generate some background illustrations and story artworks. All generated assets have been carefully reviewed and edited to ensure they do not violate any copyright or community guidelines.
Pre-generated AI content:
Some of the game's 2D illustrations — world and game-mode cover art, story-scene illustrations, character portraits, and store/promotional images — were created with the assistance of generative AI image tools. Every image was prompted, curated, selected and edited by the developer.
Portions of the game's source code were written with the assistance of an AI coding tool, always under direct human direction, review and testing.
Gameplay sprites, user interface, and fonts come from licensed third-party asset packs or were made by hand.
The game does NOT generate any content with AI at runtime: all content is fixed at development time, and no player data is sent to any AI service.
Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development.