Public Steam disclosure research26,628 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses.
Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically.
No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered.
During development, generative AI tools were used to create and assist with visual assets (character and enemy sprites, portraits, environments, props, illustrations and store artwork), music and some sound effects, and to assist with narrative text and localization. This content is prepared and integrated before release. The game does not generate AI content during play or connect to external AI services.
KiosuneVN ships no generative AI: nothing it draws, composes or exports comes out of an AI model, it makes no calls to any AI service, and nothing you make is collected or sent anywhere. The developer used an AI assistant (Claude) to help write parts of the application's code and this store page's text; every character, sprite, cue and starter script the tools produce comes from hand-built, deterministic engines.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation.
Generative AI tools were used during development to help create card artwork, certain 3D assets, sound effects, and music. These assets are included as pre-made content. The game does not generate AI content during gameplay.
This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services.
Some source code used in Game Goose was created with the assistance of generative AI tools during development. All AI-assisted code was reviewed, modified, and tested by the developer. Game Goose itself does not provide generative AI features to users and does not generate AI content at runtime.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork.
FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play.
Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community.
Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay.
Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service.
Deepwood Valley uses a generative AI language model to power conversations with the
characters who live in the valley. The model runs entirely on your own computer — no
account is required, and nothing you type is sent to us or to any third party.
Every line of AI-generated dialogue passes through a deterministic content filter
before it is displayed. This filter is compiled into the game, runs on all generated
speech without exception, and cannot be turned off by the player or by mods.
Character personalities, story, world design, and all art and audio are authored by
our team.
Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer.
AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code.
This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package.
FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running.
Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets.
All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people.
The game does not generate content using AI during gameplay and does not connect to any external generative AI service.
Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
Generative AI was used as an assistive tool to create and edit store page descriptions and marketing text. All generated content was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
The champion artwork, portraits and various visual assets are generated. The generated visuals are a starting point rather than a settled choice, and if the game's funding allows it I intend to have them redone by an artist.
No content is generated by AI while you play, since the match simulation runs on a hand-written decision engine where each player evaluates their situation against authored rules, rather than on a generative model.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play.
This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses.
Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically.
No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered.
During development, generative AI tools were used to create and assist with visual assets (character and enemy sprites, portraits, environments, props, illustrations and store artwork), music and some sound effects, and to assist with narrative text and localization. This content is prepared and integrated before release. The game does not generate AI content during play or connect to external AI services.
KiosuneVN ships no generative AI: nothing it draws, composes or exports comes out of an AI model, it makes no calls to any AI service, and nothing you make is collected or sent anywhere. The developer used an AI assistant (Claude) to help write parts of the application's code and this store page's text; every character, sprite, cue and starter script the tools produce comes from hand-built, deterministic engines.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation.
Generative AI tools were used during development to help create card artwork, certain 3D assets, sound effects, and music. These assets are included as pre-made content. The game does not generate AI content during gameplay.
This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services.
Some source code used in Game Goose was created with the assistance of generative AI tools during development. All AI-assisted code was reviewed, modified, and tested by the developer. Game Goose itself does not provide generative AI features to users and does not generate AI content at runtime.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
Artificial Intelligence was used to assist for the art, music, and development as this was built by a single person working a full time job. Your support is appreciated and we understand if this does not align with your values.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork.
FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play.
Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community.
Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay.
Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service.
Deepwood Valley uses a generative AI language model to power conversations with the
characters who live in the valley. The model runs entirely on your own computer — no
account is required, and nothing you type is sent to us or to any third party.
Every line of AI-generated dialogue passes through a deterministic content filter
before it is displayed. This filter is compiled into the game, runs on all generated
speech without exception, and cannot be turned off by the player or by mods.
Character personalities, story, world design, and all art and audio are authored by
our team.
Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer.
AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code.
This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package.
FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running.
Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets.
All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people.
The game does not generate content using AI during gameplay and does not connect to any external generative AI service.
Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
Generative AI was used as an assistive tool to create and edit store page descriptions and marketing text. All generated content was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
The champion artwork, portraits and various visual assets are generated. The generated visuals are a starting point rather than a settled choice, and if the game's funding allows it I intend to have them redone by an artist.
No content is generated by AI while you play, since the match simulation runs on a hand-written decision engine where each player evaluates their situation against authored rules, rather than on a generative model.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play.