Public Steam disclosure research25,380 disclosures tracked
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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 tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game.
This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line.
Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production.
Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human.
This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline.
Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
Some visual and art assets in the game were created with the assistance of generative AI, combined with live-action materials and human-created artwork and editing.
This game was developed with the assistance of generative AI tools during development. AI was used to assist with source code generation, modification, debugging, and refactoring. No generative AI is used at runtime, and the game does not provide any AI-generated content or AI generation features to players.
Generative AI tools were used during development to assist with portions of the game's 2D artwork, UI illustrations, audio, and text/localization. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used only in the preparation of selected promotional images for the game’s Steam page. It assisted with creating and refining background artwork in the game’s visual style. The developer reviewed the results, adapted them to the required dimensions, and added the official SkillHouse logo. The game does not generate any content using AI during gameplay.
AI tools were used only to check visual concepts, translate text into some languages, and create music placeholders. All such materials are currently significantly reworked by humans. By release, we plan to replace the music placeholders with original compositions and have the translations reviewed by human editors.
① Describe pre‑rendered /pre‑generated AI content
plaintext
No generative‑AI‑created content is included in this game, store page assets and marketing materials. All art, audio, narrative and other player‑facing content are original works created by our development team.
② Describe content generated during gameplay
plaintext
There are no live‑generated AI features in this game. No content will be dynamically generated during gameplay.
We use AI to assist with ideation for some art assets, music, and programming, as well as to support asset creation during the prototyping stage. All final assets are manually recreated, arranged, refined, and exported by our team.
This game uses generative AI tools to assist in the creation of pre-rendered visual assets (concept art, textures, background illustrations, key visuals), sound effects, and background music. All AI-generated content is reviewed, edited, and curated by the developer before being included in the final build. No AI generation occurs during gameplay, and no external AI services are connected at runtime.
Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author.
The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play.
The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated.
The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used.
Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used.
Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review.
Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer.
No AI runs while the game is being played.
The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play.
Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay.
1. This game uses AI to interact with the input text commands.
2. Some of the art resources and music assets in the game are generated by AI during the development stage.
AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer.
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.
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 tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game.
This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line.
Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production.
Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human.
This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline.
Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
Some visual and art assets in the game were created with the assistance of generative AI, combined with live-action materials and human-created artwork and editing.
This game was developed with the assistance of generative AI tools during development. AI was used to assist with source code generation, modification, debugging, and refactoring. No generative AI is used at runtime, and the game does not provide any AI-generated content or AI generation features to players.
Generative AI tools were used during development to assist with portions of the game's 2D artwork, UI illustrations, audio, and text/localization. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used only in the preparation of selected promotional images for the game’s Steam page. It assisted with creating and refining background artwork in the game’s visual style. The developer reviewed the results, adapted them to the required dimensions, and added the official SkillHouse logo. The game does not generate any content using AI during gameplay.
AI tools were used only to check visual concepts, translate text into some languages, and create music placeholders. All such materials are currently significantly reworked by humans. By release, we plan to replace the music placeholders with original compositions and have the translations reviewed by human editors.
① Describe pre‑rendered /pre‑generated AI content
plaintext
No generative‑AI‑created content is included in this game, store page assets and marketing materials. All art, audio, narrative and other player‑facing content are original works created by our development team.
② Describe content generated during gameplay
plaintext
There are no live‑generated AI features in this game. No content will be dynamically generated during gameplay.
We use AI to assist with ideation for some art assets, music, and programming, as well as to support asset creation during the prototyping stage. All final assets are manually recreated, arranged, refined, and exported by our team.
This game uses generative AI tools to assist in the creation of pre-rendered visual assets (concept art, textures, background illustrations, key visuals), sound effects, and background music. All AI-generated content is reviewed, edited, and curated by the developer before being included in the final build. No AI generation occurs during gameplay, and no external AI services are connected at runtime.
Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author.
The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play.
The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated.
The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used.
Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used.
Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review.
Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer.
No AI runs while the game is being played.
The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play.
Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay.
1. This game uses AI to interact with the input text commands.
2. Some of the art resources and music assets in the game are generated by AI during the development stage.
AI translation tools were used to assist with localization from English to other languages.
The original English script was hand written, and no generative AI art, sound, or music was used in the game or promo materials.
Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer.
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.