Public Steam disclosure research25,380 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion.
Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design.
Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally.
Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes.
Code: AI assistants were used during programming.
Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized.
No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime.
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.
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.
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.
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 was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI.
Concept Art and Design:
Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements.
Final Assets:
While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay.
Generative AI was used during development to create some visual assets, including background artwork, UI graphics, icons and 3D models, as well as music, some sound effects, and localized text. These assets are included as pre-generated content. The game does not generate AI content or connect to external AI services during gameplay.
Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services.
Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world.
Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators.
Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content.
This game was made with the help of generative AI tools, which were used for its art, music, sound, text and marketing materials. Nothing is generated by AI while you play.
Generative AI tools assisted in creating some of Purrtaliation’s character artwork, textures, promotional images, story, dialogue, and original music, as well as portions of its code and procedural 3D models and animations. This content was created during development. The game does not use generative AI to create new content during gameplay or send player input to generative AI services.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
Artificial intelligence was used as a supportive developer tool. It helped create conceptual background environment art. It also generated ambient layers for the soundtrack. This was done solely to enhance the neon synthwave atmosphere. All content underwent manual selection and final refinement.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion.
Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design.
Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally.
Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes.
Code: AI assistants were used during programming.
Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized.
No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime.
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.
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.
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.
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 was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI.
Concept Art and Design:
Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements.
Final Assets:
While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay.
Generative AI was used during development to create some visual assets, including background artwork, UI graphics, icons and 3D models, as well as music, some sound effects, and localized text. These assets are included as pre-generated content. The game does not generate AI content or connect to external AI services during gameplay.
Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services.
Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world.
Ive used AI for my Store Page and my title screen, added some of my own flare to it.
I used AI for my portraits in game for my shop keepers
Everything else was used from a humble bundle I bought back in 2020 - Zombie TDS 2d Game kit
Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators.
Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content.
This game was made with the help of generative AI tools, which were used for its art, music, sound, text and marketing materials. Nothing is generated by AI while you play.
Generative AI tools assisted in creating some of Purrtaliation’s character artwork, textures, promotional images, story, dialogue, and original music, as well as portions of its code and procedural 3D models and animations. This content was created during development. The game does not use generative AI to create new content during gameplay or send player input to generative AI services.