Public Steam disclosure research25,706 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
AI tools were used to assist with localization for some of the supported languages in Guncrypt. Many translations were reviewed by native speakers at Halfbrick, although not every supported language received a full review.
If you notice anything that seems incorrect in your language, please let us know. We’d appreciate your help improving it.
Slimeball Castle Wars was made by a solo developer with the help of generative AI tools. AI was used during development to help create:
Music and audio — background music tracks were made using AI music-generation tools.
Art and sprites — building art, unit sprites, and other in-game graphics were created or assisted with AI image tools.
In-game text — some descriptions and written content were drafted with AI assistance.
Code — parts of the game's code were written with the help of an AI coding assistant.
We use generative AI as an assistive tool during development to help with code writing and to generate drafts or concept materials for 일부 visual assets. All final in-game content is reviewed, edited, and produced by the development team.
Thousand Ward uses generative AI as part of the development pipeline to help create and refine some visual assets, including promotional artwork, background illustrations, event imagery, and supporting art concepts. Gameplay systems, balance, progression, and player-facing game design are authored and reviewed by the development team.
In order to realize my childhood dream of building this game, I have leveraged AI in every step of the development process, augmenting my capabilities as an engineer and visual designer by having AI generate some of the sprites, music, sound effects, voices, and code used to build this game.
I pledge that if Card Knight: Astral Arcana is successful, the sequel title will be brought to life by a team of human artists, composers, and programmers.
This game uses generative AI-assisted development for some fictional market event text, achievement/icon concepts, interface copy, and marketing/store text. All AI-assisted content is pre-generated, reviewed, edited, and included by the developer. The game does not generate AI content live during gameplay.
Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations.
The in-game music was created through a collaboration between human composition and AI-assisted tools.
Some promotional images displayed on the Steam Store page were also created using AI-assisted tools.
Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay.
Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime.
I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related
Some non-interactive assets in Harvest Havoc were produced with AI-assisted tools:
- Background music tracks were generated via AI music synthesis models, then curated and mixed by the developer.
- Sound effects were produced with AI-assisted audio generation tools.
- English and Japanese in-game text was drafted with AI translation assistance and then reviewed by the developer.
All gameplay code, level design, sprite art, and character animations were created by the developer without AI generation. No AI content is generated at runtime.
Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay.
Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs.
This game uses pre-generated AI-assisted artwork during development, including some character illustrations, item icons, background images, and store/marketing assets. All AI-assisted assets are reviewed, selected, and edited by the development team before being included in the game. The game does not use live generative AI during gameplay and does not connect to external AI services.
Google AI Studio Build and Antigravity were used for coding.
ChatGPT was used for design.
Stable Diffusion, Gemini 3.1 Flash Image, DALLE-3, MAI-image-1, and GPT-4o were used for images.
Suno was used for the BGM.
ElevenLabs Sound Effects was used for the sound effects.
This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game.
Some visual assets used in the game and on the Steam store page were created with the assistance of generative AI and have been further refined and integrated into the game by the developer. No live-generated AI content is used during gameplay.
This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication.
Generative AI was used during parts of the production process for the game’s graphics, music, and narrative content.
AI-generated outputs were edited, revised, and restructured by the developer and were not used in the game without modification.
The final gameplay experience, narrative structure, character portrayal, and presentation were designed, curated, and supervised by the developer.
The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime.
Generative AI tools are used to assist the development process, including concept art generation, programming support, and localization. All final content is reviewed and edited by the developer.
Generative AI tools were used during development to assist with visual asset creation, programming support, background music generation, and writing/editing structured script data such as dialogue and localization files.
Some store page graphical assets and marketing images were created with generative AI and edited manually. The game itself does not use generative AI during gameplay.
We use generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand.
AI-assisted tools were only used during the creation of certain visual assets. These assets were reviewed, edited, modified, and integrated by the developer. The game's story, characters, world, gameplay design, dialogue, and creative direction were entirely created by the developer.
Marketing key art (Steam store capsules, library art, page background) and the comic-book intro trailer were generated using Fal.ai's Flux 2 image diffusion model. Initial concept sketches and in-game sprite references were generated using ChatGPT's image generation, then hand-cleaned and integrated by the developer. All assets are pre-rendered at build time and shipped as static files within the game package - no generative AI runs during gameplay, and no AI is used to generate live content for players. AI was not used for code, voice acting, music, or any system that interacts with the player at runtime.
AI tools were used to assist with localization for some of the supported languages in Guncrypt. Many translations were reviewed by native speakers at Halfbrick, although not every supported language received a full review.
If you notice anything that seems incorrect in your language, please let us know. We’d appreciate your help improving it.
Slimeball Castle Wars was made by a solo developer with the help of generative AI tools. AI was used during development to help create:
Music and audio — background music tracks were made using AI music-generation tools.
Art and sprites — building art, unit sprites, and other in-game graphics were created or assisted with AI image tools.
In-game text — some descriptions and written content were drafted with AI assistance.
Code — parts of the game's code were written with the help of an AI coding assistant.
We use generative AI as an assistive tool during development to help with code writing and to generate drafts or concept materials for 일부 visual assets. All final in-game content is reviewed, edited, and produced by the development team.
Thousand Ward uses generative AI as part of the development pipeline to help create and refine some visual assets, including promotional artwork, background illustrations, event imagery, and supporting art concepts. Gameplay systems, balance, progression, and player-facing game design are authored and reviewed by the development team.
In order to realize my childhood dream of building this game, I have leveraged AI in every step of the development process, augmenting my capabilities as an engineer and visual designer by having AI generate some of the sprites, music, sound effects, voices, and code used to build this game.
I pledge that if Card Knight: Astral Arcana is successful, the sequel title will be brought to life by a team of human artists, composers, and programmers.
This game uses generative AI-assisted development for some fictional market event text, achievement/icon concepts, interface copy, and marketing/store text. All AI-assisted content is pre-generated, reviewed, edited, and included by the developer. The game does not generate AI content live during gameplay.
Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations.
The in-game music was created through a collaboration between human composition and AI-assisted tools.
Some promotional images displayed on the Steam Store page were also created using AI-assisted tools.
Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay.
Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime.
I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related
Some non-interactive assets in Harvest Havoc were produced with AI-assisted tools:
- Background music tracks were generated via AI music synthesis models, then curated and mixed by the developer.
- Sound effects were produced with AI-assisted audio generation tools.
- English and Japanese in-game text was drafted with AI translation assistance and then reviewed by the developer.
All gameplay code, level design, sprite art, and character animations were created by the developer without AI generation. No AI content is generated at runtime.
Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay.
Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs.
This game uses pre-generated AI-assisted artwork during development, including some character illustrations, item icons, background images, and store/marketing assets. All AI-assisted assets are reviewed, selected, and edited by the development team before being included in the game. The game does not use live generative AI during gameplay and does not connect to external AI services.
Google AI Studio Build and Antigravity were used for coding.
ChatGPT was used for design.
Stable Diffusion, Gemini 3.1 Flash Image, DALLE-3, MAI-image-1, and GPT-4o were used for images.
Suno was used for the BGM.
ElevenLabs Sound Effects was used for the sound effects.
This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game.
Some visual assets used in the game and on the Steam store page were created with the assistance of generative AI and have been further refined and integrated into the game by the developer. No live-generated AI content is used during gameplay.
This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication.
Generative AI was used during parts of the production process for the game’s graphics, music, and narrative content.
AI-generated outputs were edited, revised, and restructured by the developer and were not used in the game without modification.
The final gameplay experience, narrative structure, character portrayal, and presentation were designed, curated, and supervised by the developer.
The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime.
Generative AI tools are used to assist the development process, including concept art generation, programming support, and localization. All final content is reviewed and edited by the developer.
Generative AI tools were used during development to assist with visual asset creation, programming support, background music generation, and writing/editing structured script data such as dialogue and localization files.
Some store page graphical assets and marketing images were created with generative AI and edited manually. The game itself does not use generative AI during gameplay.
We use generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand.
AI-assisted tools were only used during the creation of certain visual assets. These assets were reviewed, edited, modified, and integrated by the developer. The game's story, characters, world, gameplay design, dialogue, and creative direction were entirely created by the developer.
Marketing key art (Steam store capsules, library art, page background) and the comic-book intro trailer were generated using Fal.ai's Flux 2 image diffusion model. Initial concept sketches and in-game sprite references were generated using ChatGPT's image generation, then hand-cleaned and integrated by the developer. All assets are pre-rendered at build time and shipped as static files within the game package - no generative AI runs during gameplay, and no AI is used to generate live content for players. AI was not used for code, voice acting, music, or any system that interacts with the player at runtime.