Public Steam disclosure research25,706 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Store page texts and localization drafts were prepared with the help of AI tools, and parts of the game's source code were written with AI coding assistants — all of it reviewed, edited and tested by the developer. All art, game design and audio are human-made. The in-game opponent is a custom neural network trained by the developer through self-play (a chess-engine-style game AI, not generative AI).
Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI.
Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience.
The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI.
During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play.
Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion.
Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork.
All generated content was reviewed and edited by hand. No AI is used at runtime.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
Character artwork for Giusto’s characters that represent each tier of the player’s journey began as AI-generated concept art, conceptualized, directed and reviewed by our team to match the the art direction of the game. 3D character models were generated from this concept art using Tripo AI’s image-to-3D tool, then reviewed and integrated into the game by our development team. From which, the final 3D models were designed and styled within Unreal Engine 5 to fit the feel of our game. All game design, music and other content were built directly by our team and purchased and licensed human-made asset packs.
The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game.
This game uses generative AI in a limited way, and only for some artwork.
Selected visual assets — including fictional club kits, generic stadium photographs and blueprint-style ground plans — were created or edited with image-generation tools, then reviewed, cropped, and placed by us. Player names, club names, and brands in the public release are invented; they are not official likenesses.
The game itself is not an AI chatbot. Matches, tactics, transfers, finances, and the season are simulated by our own code. No generative AI runs on your PC while you play, and the game does not send your actions to an AI service.
We do not use generative AI to impersonate real clubs, real players, or real people.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page.
All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer.
Some of the background images used in this game were created with the help of generative AI tools.
All generated images were reviewed, selected, and adjusted by the developer before being included in the game.
Generative AI was not used for the scenario text, the character sprites, the UI, or the music.
This game contains no system that generates any content in real time with AI while playing.
Some game assets - including certain 3D models, sound effects, images and music - were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the developer. The game does not generate AI content at runtime.
Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player.
I’m a solo developer. At this stage, generative AI is used only for some character artwork shown in the game’s trailer and promotional material. These assets are temporary and are not used in the game itself.
As a one-person studio, I’m using temporary AI-generated artwork to gauge interest in the game before committing significant time or money to producing the final character art. I plan to replace this artwork with original/non-AI assets before release and will update this disclosure when that happens.
Generative AI was used to assist in creating some in-game artwork and promotional artwork for the game, including certain environment backgrounds and Steam store assets.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production.
AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs.
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
AI tools were used to draft store page text and to translate the in-game text into English, Japanese and Chinese.
AI was also used for part of the art.
All of this was reviewed and edited by the developers.
No AI-generated content is created while the game is running.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
Some of this game's 2D art (such as item icons and UI illustrations) was created with the help of generative AI, and AI was also used to help write and translate some in-game and store page text. All of it was reviewed and finalized by the developer, and no content is generated by AI while you play.
Store page texts and localization drafts were prepared with the help of AI tools, and parts of the game's source code were written with AI coding assistants — all of it reviewed, edited and tested by the developer. All art, game design and audio are human-made. The in-game opponent is a custom neural network trained by the developer through self-play (a chess-engine-style game AI, not generative AI).
Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI.
Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience.
The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI.
During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play.
Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion.
Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork.
All generated content was reviewed and edited by hand. No AI is used at runtime.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
Character artwork for Giusto’s characters that represent each tier of the player’s journey began as AI-generated concept art, conceptualized, directed and reviewed by our team to match the the art direction of the game. 3D character models were generated from this concept art using Tripo AI’s image-to-3D tool, then reviewed and integrated into the game by our development team. From which, the final 3D models were designed and styled within Unreal Engine 5 to fit the feel of our game. All game design, music and other content were built directly by our team and purchased and licensed human-made asset packs.
The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game.
This game uses generative AI in a limited way, and only for some artwork.
Selected visual assets — including fictional club kits, generic stadium photographs and blueprint-style ground plans — were created or edited with image-generation tools, then reviewed, cropped, and placed by us. Player names, club names, and brands in the public release are invented; they are not official likenesses.
The game itself is not an AI chatbot. Matches, tactics, transfers, finances, and the season are simulated by our own code. No generative AI runs on your PC while you play, and the game does not send your actions to an AI service.
We do not use generative AI to impersonate real clubs, real players, or real people.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page.
All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer.
Some of the background images used in this game were created with the help of generative AI tools.
All generated images were reviewed, selected, and adjusted by the developer before being included in the game.
Generative AI was not used for the scenario text, the character sprites, the UI, or the music.
This game contains no system that generates any content in real time with AI while playing.
Some game assets - including certain 3D models, sound effects, images and music - were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the developer. The game does not generate AI content at runtime.
Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player.
I’m a solo developer. At this stage, generative AI is used only for some character artwork shown in the game’s trailer and promotional material. These assets are temporary and are not used in the game itself.
As a one-person studio, I’m using temporary AI-generated artwork to gauge interest in the game before committing significant time or money to producing the final character art. I plan to replace this artwork with original/non-AI assets before release and will update this disclosure when that happens.
Generative AI was used to assist in creating some in-game artwork and promotional artwork for the game, including certain environment backgrounds and Steam store assets.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production.
AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs.
As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time. All AI-generated assets are pre-generated static images included directly in the game files; no AI content is generated live during gameplay.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
AI tools were used to draft store page text and to translate the in-game text into English, Japanese and Chinese.
AI was also used for part of the art.
All of this was reviewed and edited by the developers.
No AI-generated content is created while the game is running.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
Some of this game's 2D art (such as item icons and UI illustrations) was created with the help of generative AI, and AI was also used to help write and translate some in-game and store page text. All of it was reviewed and finalized by the developer, and no content is generated by AI while you play.