Public Steam disclosure research25,380 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Kana Cross uses generative AI in the following ways, all reviewed by a person before release:
• Music: the game's background music was created using generative AI music tools.
• Localization: some of the Visual Novel and game's dictionary word meanings and translations.
The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated.
HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer.
Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations.
Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer.
Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay.
All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay.
AI was used as a supporting tool during the development of this game. However, the original game idea and its underlying concept were created several years ago and were developed entirely independently of AI.
The entire project is being created by a solo developer with a university degree in Game Design. Over the years, several hundred hours of work, experience, creativity, and personal passion have gone into the concept, development, and realization of the game.
AI was used to assist with certain parts of the development process. This includes support with coding as well as some aspects of soundtrack and visual asset creation. Many of the visual assets were subsequently edited, refined, adapted, or partially recreated manually using image editing software to achieve the intended style and quality.
AI was also used as a supporting tool for written content, primarily to make minor improvements to texts written by the developer and to correct grammar and wording.
AI therefore serves as an additional tool within the development process. The original game concept, game design, creative decisions, final direction, and implementation of the game remain the work of the developer. Various sounds and some of the soundtracks used in the game were also created and composed by the developer.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication.
The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime.
Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions.
Generative AI tools were used to assist with creating and editing some of the written content in the game and on its Steam store page. All AI-assisted text was reviewed, revised, and approved by the developer before publication. The game does not generate content using AI during gameplay.
As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life.
Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services.
Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay.
Some sprites, event card illustrations, background music and sound effects were created with locally-run generative AI models (Stable Diffusion XL, ACE-Step, Stable Audio Open) and then edited by the developer. No generative AI is used while the game is running.
Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play.
Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
Pre-generated AI artwork and audio were used during development. The developer selected and edited these assets for the game and its marketing materials. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
Generative AI was used to create artwork for the truck, cargo, environments, route illustrations, and store materials. AI tools also assisted with writing and localization. All such content was created before release. The game does not generate AI content or connect to AI services during gameplay.
During the development of this game, we utilized generative artificial intelligence tools—specifically Claude, Gemini, and Codex (GPT)—to assist with programming, debugging, and drafting text/documentation.
Code and Systems: AI models were used as development assistants to help write, refactor, and troubleshoot code logic.
Text and Documentation: AI assistants were used to brainstorm and draft text content, which was then thoroughly reviewed, edited, and manually integrated by our development team.
Generative AI tools were used during development to create artwork, icons, 3D assets, written content, and trailer narration. This content is reviewed, refined, and integrated under the developer’s creative direction. The game does not generate AI content during gameplay.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release.
Pre-generated content (created during development, not generated while playing):
- The ending theme song "さくら色の上履き" was created with Suno.
- The title logos were generated with an AI image tool and reviewed by the developer.
- Game artwork (scenes, character art and illustrations) was created with the help of AI image generation and upscaled with Real-ESRGAN, then selected and edited by the developer.
- AI assistants (Codex, Claude) were used to help write code and to draft/translate some text; all story text was reviewed by the developer.
The game does not generate any content with AI at runtime.
Generative AI Disclosure
As a solo developer, I used generative AI tools to assist in two specific areas of development:
Coding & Debugging: Used AI as a programming assistant for troubleshooting and debugging code, helping optimize performance and stability.
Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page.
Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one.
CS
Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay.
LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
"Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements."
The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way.
No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas.
Pre-generated content: Generative AI tools were used to create the game's visual and audio assets, including card and item artwork, backgrounds, key art and store capsule images, and the background music. The developer directed, selected, edited and integrated all AI-generated assets. Game design, rules and balance were created by the developer. No content is generated live by AI during gameplay.
Kana Cross uses generative AI in the following ways, all reviewed by a person before release:
• Music: the game's background music was created using generative AI music tools.
• Localization: some of the Visual Novel and game's dictionary word meanings and translations.
The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated.
HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer.
Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations.
Generative AI tools were used during development to assist with programming, proofreading, and improving the clarity of English-language text. All player-facing text was reviewed and finalized by the developer.
Generative AI was not used to create the game’s artwork, music, sound effects, or voice acting. All artwork featured in the game and its store materials was created by human artists Iida Kiela and Paul Laane. The game design, rules, and card mechanics were also created by human designers. The game does not generate any content using AI during gameplay.
All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay.
AI was used as a supporting tool during the development of this game. However, the original game idea and its underlying concept were created several years ago and were developed entirely independently of AI.
The entire project is being created by a solo developer with a university degree in Game Design. Over the years, several hundred hours of work, experience, creativity, and personal passion have gone into the concept, development, and realization of the game.
AI was used to assist with certain parts of the development process. This includes support with coding as well as some aspects of soundtrack and visual asset creation. Many of the visual assets were subsequently edited, refined, adapted, or partially recreated manually using image editing software to achieve the intended style and quality.
AI was also used as a supporting tool for written content, primarily to make minor improvements to texts written by the developer and to correct grammar and wording.
AI therefore serves as an additional tool within the development process. The original game concept, game design, creative decisions, final direction, and implementation of the game remain the work of the developer. Various sounds and some of the soundtracks used in the game were also created and composed by the developer.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication.
The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime.
Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions.
Generative AI tools were used to assist with creating and editing some of the written content in the game and on its Steam store page. All AI-assisted text was reviewed, revised, and approved by the developer before publication. The game does not generate content using AI during gameplay.
As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life.
Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services.
Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay.
Some sprites, event card illustrations, background music and sound effects were created with locally-run generative AI models (Stable Diffusion XL, ACE-Step, Stable Audio Open) and then edited by the developer. No generative AI is used while the game is running.
Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play.
Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
Pre-generated AI artwork and audio were used during development. The developer selected and edited these assets for the game and its marketing materials. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
Generative AI was used to create artwork for the truck, cargo, environments, route illustrations, and store materials. AI tools also assisted with writing and localization. All such content was created before release. The game does not generate AI content or connect to AI services during gameplay.
During the development of this game, we utilized generative artificial intelligence tools—specifically Claude, Gemini, and Codex (GPT)—to assist with programming, debugging, and drafting text/documentation.
Code and Systems: AI models were used as development assistants to help write, refactor, and troubleshoot code logic.
Text and Documentation: AI assistants were used to brainstorm and draft text content, which was then thoroughly reviewed, edited, and manually integrated by our development team.
Generative AI tools were used during development to create artwork, icons, 3D assets, written content, and trailer narration. This content is reviewed, refined, and integrated under the developer’s creative direction. The game does not generate AI content during gameplay.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release.
Pre-generated content (created during development, not generated while playing):
- The ending theme song "さくら色の上履き" was created with Suno.
- The title logos were generated with an AI image tool and reviewed by the developer.
- Game artwork (scenes, character art and illustrations) was created with the help of AI image generation and upscaled with Real-ESRGAN, then selected and edited by the developer.
- AI assistants (Codex, Claude) were used to help write code and to draft/translate some text; all story text was reviewed by the developer.
The game does not generate any content with AI at runtime.
Generative AI Disclosure
As a solo developer, I used generative AI tools to assist in two specific areas of development:
Coding & Debugging: Used AI as a programming assistant for troubleshooting and debugging code, helping optimize performance and stability.
Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page.
Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one.
CS
Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay.
LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
"Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements."
The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way.
No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas.
Pre-generated content: Generative AI tools were used to create the game's visual and audio assets, including card and item artwork, backgrounds, key art and store capsule images, and the background music. The developer directed, selected, edited and integrated all AI-generated assets. Game design, rules and balance were created by the developer. No content is generated live by AI during gameplay.