Public Steam disclosure research26,626 disclosures tracked
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Character illustrations, backgrounds, and card artwork in this game were created with the help of generative AI tools and then selected and edited by the developer. AI tools were also used to assist with English translation and text. All music and sound effects are licensed works by human creators. The game does not generate any AI content during gameplay.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Generative AI tools were used during development to create pre-rendered assets: creature and building artwork, icons, 3D models and parts of the store graphics. All assets were selected, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service.
This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Tooth and Tusk was created using generative AI throughout development, including its artwork and visuals, music, sound effects, character voices, text and dialogue, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy.
Generative AI tools were used to assist in creating promotional artwork, cover images, and store page visual assets. The game itself does not generate AI content during gameplay.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
Some 2D artwork in Nine Lives Deep including select UI elements, item icons, and environment backgrounds was created with the help of generative AI image tools during development. All such content is static and fixed at the time the game ships; nothing is generated live during gameplay, and the game does not connect to any AI service while you play.
ComfyTrans uses an on-device AI language model to translate on-screen text into your language in real time. All AI processing runs locally on your PC — your screen content is not sent to external servers for translation.
This game uses generative AI in the creation of some 2D and 3D artwork, images and videos used for visual presentation, as well as assets for the Steam store page and marketing materials. Generative AI-assisted tools were also used for some text creation and localization. All generated content has been reviewed and edited by the developer before use. The game does not use generative AI to generate content in real time during gameplay.
Like many small studios, we used AI image tools for Wobblebound's painted artwork and store images. The toys' shapes, faces and physics are made in code. We wrote the English text ourselves and improved it with AI tools; the translations were made with AI. Music and sound effects come from human composers and licensed sound libraries. Screenshots and trailers show real gameplay. No AI runs while you play.
Generative AI tools were used during development to assist with portions of the source code. All AI-assisted output included in the game was reviewed, edited, tested, and integrated by the developer. The game does not use generative AI during gameplay, does not generate content in real time, and does not connect to any external AI service.
Generative AI tools were used during development across visual assets, audio, and written content. AI-assisted outputs were substantially edited, composited, photobashed and hand-painted by the developer before inclusion in the game. No generative AI is used at runtime.
Generative AI tools were used during the development of the game to create and assist with certain pieces of content.
AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game.
AI was also used as an assisting tool for creating text content and localizing the game into other languages.
Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text.
Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio).
Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime.
Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish).
I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements.
Thank you for giving the game a chance and for supporting this indie project.
Quest for the Golden Nail was made with extensive use of generative AI. All creative, design and production decisions were made by a human developer.
Generative AI was used for:
Code and implementation support: OpenAI Codex and Anthropic Claude
3D Art & Textures: Codex, ChatGPT / Imagen, Meshy.ai
Writing and translation support: ChatGPT
Sounds and voices were recorded by humans.
Every part of the game was directed, reviewed, tested and refined by hand.
This game uses Generative AI tools to assist in the creation of select visual assets and graphic elements, such as icons, background textures, and concept art.
All generated assets were subsequently reviewed, edited, and manually integrated by our team to ensure quality, consistency, and a seamless gameplay experience.
These features will be replaced as the game progresses through development.
We currently use generative AI-assisted tools during development to create some pre-generated visual content.
The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game.
The game does not generate AI content during gameplay and does not connect to external AI services while running.
Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
Generative AI tools were used during development to assist with concept art, promotional/store imagery, and some code. No content is generated in real time while playing — all in-game assets and text are fixed and do not change at runtime.
Player portraits that will ship with the game will be generated in ComfyUI. Claude Code has been used for debugging, testing, and painful algorithm assistance (scheduling).
Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay.
Some visual assets used on the Steam store page were created with the assistance of generative AI. The game itself does not contain AI-generated content and does not include any live-generated AI features.
This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service.
We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game.
Character illustrations, backgrounds, and card artwork in this game were created with the help of generative AI tools and then selected and edited by the developer. AI tools were also used to assist with English translation and text. All music and sound effects are licensed works by human creators. The game does not generate any AI content during gameplay.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Generative AI tools were used during development to create pre-rendered assets: creature and building artwork, icons, 3D models and parts of the store graphics. All assets were selected, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service.
This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Tooth and Tusk was created using generative AI throughout development, including its artwork and visuals, music, sound effects, character voices, text and dialogue, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy.
Generative AI tools were used to assist in creating promotional artwork, cover images, and store page visual assets. The game itself does not generate AI content during gameplay.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
Some 2D artwork in Nine Lives Deep including select UI elements, item icons, and environment backgrounds was created with the help of generative AI image tools during development. All such content is static and fixed at the time the game ships; nothing is generated live during gameplay, and the game does not connect to any AI service while you play.
ComfyTrans uses an on-device AI language model to translate on-screen text into your language in real time. All AI processing runs locally on your PC — your screen content is not sent to external servers for translation.
This game uses generative AI in the creation of some 2D and 3D artwork, images and videos used for visual presentation, as well as assets for the Steam store page and marketing materials. Generative AI-assisted tools were also used for some text creation and localization. All generated content has been reviewed and edited by the developer before use. The game does not use generative AI to generate content in real time during gameplay.
Like many small studios, we used AI image tools for Wobblebound's painted artwork and store images. The toys' shapes, faces and physics are made in code. We wrote the English text ourselves and improved it with AI tools; the translations were made with AI. Music and sound effects come from human composers and licensed sound libraries. Screenshots and trailers show real gameplay. No AI runs while you play.
Generative AI tools were used during development to assist with portions of the source code. All AI-assisted output included in the game was reviewed, edited, tested, and integrated by the developer. The game does not use generative AI during gameplay, does not generate content in real time, and does not connect to any external AI service.
Generative AI tools were used during development across visual assets, audio, and written content. AI-assisted outputs were substantially edited, composited, photobashed and hand-painted by the developer before inclusion in the game. No generative AI is used at runtime.
Generative AI tools were used during the development of the game to create and assist with certain pieces of content.
AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game.
AI was also used as an assisting tool for creating text content and localizing the game into other languages.
Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text.
Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio).
Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime.
Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish).
I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements.
Thank you for giving the game a chance and for supporting this indie project.
Quest for the Golden Nail was made with extensive use of generative AI. All creative, design and production decisions were made by a human developer.
Generative AI was used for:
Code and implementation support: OpenAI Codex and Anthropic Claude
3D Art & Textures: Codex, ChatGPT / Imagen, Meshy.ai
Writing and translation support: ChatGPT
Sounds and voices were recorded by humans.
Every part of the game was directed, reviewed, tested and refined by hand.
This game uses Generative AI tools to assist in the creation of select visual assets and graphic elements, such as icons, background textures, and concept art.
All generated assets were subsequently reviewed, edited, and manually integrated by our team to ensure quality, consistency, and a seamless gameplay experience.
These features will be replaced as the game progresses through development.
We currently use generative AI-assisted tools during development to create some pre-generated visual content.
The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game.
The game does not generate AI content during gameplay and does not connect to external AI services while running.
Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
Generative AI tools were used during development to assist with concept art, promotional/store imagery, and some code. No content is generated in real time while playing — all in-game assets and text are fixed and do not change at runtime.
Player portraits that will ship with the game will be generated in ComfyUI. Claude Code has been used for debugging, testing, and painful algorithm assistance (scheduling).
Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay.
Some visual assets used on the Steam store page were created with the assistance of generative AI. The game itself does not contain AI-generated content and does not include any live-generated AI features.
This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service.
We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game.