Public Steam disclosure research26,639 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
In the process of creating some 2D prop assets, generative AI technology was used in an assistive capacity. Any such assets are subject to our production pipeline, where they will be reviewed and replaced by our art and development teams to ensure they meet our quality standards and creative direction.
AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime.
Any volunteers are welcome to help to remove 'AI-Generated Content'! Please reach out at https://apply.infi.land or join this discord server https://discord.gg/qQgGdS3Rry
Generative AI tools were used during development to help create some artwork, short ambient video clips, audio, written content and localization. This content is generated in advance and included in the game. The game does not generate content through AI services while you play.
AI Disclosure: Certain background textures, NPC portrait concepts, or promotional marketing assets in this game were generated with the assistance of AI tools.
Parts of the content that ships with Nightfall were created with the help of generative AI tools. Artwork: the main menu illustration, the six hero portraits, and the four boss portraits. Music: all five soundtrack tracks were generated with Suno. This content was reviewed and selected by us before release. All in-game sprites, tilesets, animations, visual effects and user-interface art are licensed, human-made assets. No content is generated by AI while the game is running.
The app's user-interface text was translated from Japanese into its other supported languages with the help of AI (Claude), as were the translated versions of the store page description. All artwork, including the character illustration, the bundled music, and the original Japanese text were created by people.
Era Echo is developed by a solo developer. Generative AI tools are used to assist with development and production (for example concepting, drafts, and iteration), which has helped make shipping a solo project practical. All shipped content is reviewed and directed by the developer.
AI is not used for any aspect of music creation or sound. And no actual game art was created with AI (Inventory items, decals, portraits, etc. All of that was fully painted by a human.)
AI was used for code work and project management. ONLY a small amount of the textures (less than 10) used in the world were created with the help of AI.
Generative AI was used during development to assist with some text content and programming code, and to create some 3D models and textures used in the game. All AI-generated and AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used to create content during gameplay.
Generative AI tools were used as development assistants, including assistance drafting and editing portions of store-page marketing text. All player-facing content is reviewed and edited by the developer. Main Street Operator does not use generative AI during gameplay and does not connect to external AI services while the game is running.
Generative AI was used to assist in creating promotional artwork for the Steam store and library assets. The game itself does not use live-generated AI content.
AI was used to assist with artwork as I am a solo dev with a very limited budget, however all final assets integrated into the game were manually refined and processed. All instances of AI will be removed as sales open up
Some of the content in this game was created with the help of generative AI tools.
This includes parts of the visual assets (icons, textures and UI images), some audio
(music and sound effects), parts of the in-game text (item descriptions, dialogue and
story text), and the translations of the game's text into other languages.
All of this content was generated during development, then reviewed, edited and
assembled by hand before being included in the game. The game itself does not generate
any content with AI while you play, and it does not send any player data to AI services.
Generative AI tools were used during development to create some decorative artwork and surface textures, including botanical table mats and room furnishings. These assets are reviewed and incorporated into the game by the developer. The game does not generate AI content during gameplay or connect to an external AI service.
Generative AI was used to assist with bug fixes, text editing, and portions of the game's music. Generative AI was not used for the game's direction, art direction, or gameplay mechanics.
Generative AI was used during development to create and assist with some of the game's visual assets, including character artwork, event illustrations, backgrounds, and other graphical elements, as well as some of the music used in the game. AI-generated materials were reviewed, selected, and edited by the developer before being included in the game.
Generative AI is not used to dynamically generate gameplay, dialogue, story content, visual assets, or music while the game is running.
Generative AI tools were used during development to create some artwork, including character art, environments, and promotional images. These are pre-made assets. No content is generated by AI during gameplay.
Generative AI was used as part of the development process to assist with the creation and refinement of select visual assets, including concept art, graphical elements, and promotional artwork. AI-generated content is reviewed and modified by the development team before being included in the game or its associated materials.
Generative AI was used for some store pageimages, store page localization and translation, as well as some in-game art assets, localization, translation, and music.
In terms of art direction, AI was used as a supplementary tool for improvement; it was not a completely automated process from scratch, nor were AI-generated assets used directly.
In terms of music, AI generation was used directly.
The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand.
This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service.
I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration.
ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design.
As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy.
Generative AI was used to assist in creating some character illustrations, background images, and localized text. All generated content was reviewed, edited, and adjusted by the developer before being implemented in the game. The game does not generate any AI content in real time during gameplay.
Generative AI assisted with selected original visual assets used by Tater Tube Player, including mascot illustrations, fictional demo artwork, Discovery category art, and Tube TV channel logos. These assets were reviewed before inclusion and do not contain third-party movie or television artwork.
During use, the optional Tater Picks feature can generate short recommendation explanations and a synthesized voice briefing based on titles in the user’s own Tater Tube Server library and viewing history. Tater Picks requires the user to configure Tater Link separately, does not accept free-form prompts through the Player, and is hidden when not configured. It does not generate movies, television programs, music, or other playable media.
The application itself does not use generative AI. Maps are produced by a deterministic, rule-based algorithm from signal analysis of the user's own audio file (tempo, beat grid, onsets, song structure); no machine-learning models are involved, and nothing is generated at runtime by AI.
Generative AI was used only for marketing: the animated scenes in the store trailer were produced with AI image and video tools from our own storyboard and prompts. Store screenshots are real captures of the application, and the capsule artwork was designed by hand.
Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals.
Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game.
This application does not use AI at runtime. Compatibility verdicts, expected
presets and the performance recommendation come from a deterministic rule set
and the developer's own hardware tier table, with no AI model involved.
AI was used only for pre-made promotional material: the narration of the
optional intro video for the developer's other product (synthetic text-to-speech
with a preset voice) and parts of the store page artwork, which were generated
with an image model and then edited by the developer. All in-app artwork,
including the mascot, is first-party.
Generative AI tools were used as part of the production process to assist in creating and refining some 2D artwork and visual assets. All such content is pre-generated and reviewed before being included in the game. No AI-generated content is created during gameplay.
Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play.
I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby.
In the process of creating some 2D prop assets, generative AI technology was used in an assistive capacity. Any such assets are subject to our production pipeline, where they will be reviewed and replaced by our art and development teams to ensure they meet our quality standards and creative direction.
AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime.
Any volunteers are welcome to help to remove 'AI-Generated Content'! Please reach out at https://apply.infi.land or join this discord server https://discord.gg/qQgGdS3Rry
Generative AI tools were used during development to help create some artwork, short ambient video clips, audio, written content and localization. This content is generated in advance and included in the game. The game does not generate content through AI services while you play.
AI Disclosure: Certain background textures, NPC portrait concepts, or promotional marketing assets in this game were generated with the assistance of AI tools.
Parts of the content that ships with Nightfall were created with the help of generative AI tools. Artwork: the main menu illustration, the six hero portraits, and the four boss portraits. Music: all five soundtrack tracks were generated with Suno. This content was reviewed and selected by us before release. All in-game sprites, tilesets, animations, visual effects and user-interface art are licensed, human-made assets. No content is generated by AI while the game is running.
The app's user-interface text was translated from Japanese into its other supported languages with the help of AI (Claude), as were the translated versions of the store page description. All artwork, including the character illustration, the bundled music, and the original Japanese text were created by people.
Era Echo is developed by a solo developer. Generative AI tools are used to assist with development and production (for example concepting, drafts, and iteration), which has helped make shipping a solo project practical. All shipped content is reviewed and directed by the developer.
AI is not used for any aspect of music creation or sound. And no actual game art was created with AI (Inventory items, decals, portraits, etc. All of that was fully painted by a human.)
AI was used for code work and project management. ONLY a small amount of the textures (less than 10) used in the world were created with the help of AI.
Generative AI was used during development to assist with some text content and programming code, and to create some 3D models and textures used in the game. All AI-generated and AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used to create content during gameplay.
Generative AI tools were used as development assistants, including assistance drafting and editing portions of store-page marketing text. All player-facing content is reviewed and edited by the developer. Main Street Operator does not use generative AI during gameplay and does not connect to external AI services while the game is running.
Generative AI was used to assist in creating promotional artwork for the Steam store and library assets. The game itself does not use live-generated AI content.
AI was used to assist with artwork as I am a solo dev with a very limited budget, however all final assets integrated into the game were manually refined and processed. All instances of AI will be removed as sales open up
Some of the content in this game was created with the help of generative AI tools.
This includes parts of the visual assets (icons, textures and UI images), some audio
(music and sound effects), parts of the in-game text (item descriptions, dialogue and
story text), and the translations of the game's text into other languages.
All of this content was generated during development, then reviewed, edited and
assembled by hand before being included in the game. The game itself does not generate
any content with AI while you play, and it does not send any player data to AI services.
Generative AI tools were used during development to create some decorative artwork and surface textures, including botanical table mats and room furnishings. These assets are reviewed and incorporated into the game by the developer. The game does not generate AI content during gameplay or connect to an external AI service.
Generative AI was used to assist with bug fixes, text editing, and portions of the game's music. Generative AI was not used for the game's direction, art direction, or gameplay mechanics.
Generative AI was used during development to create and assist with some of the game's visual assets, including character artwork, event illustrations, backgrounds, and other graphical elements, as well as some of the music used in the game. AI-generated materials were reviewed, selected, and edited by the developer before being included in the game.
Generative AI is not used to dynamically generate gameplay, dialogue, story content, visual assets, or music while the game is running.
Generative AI tools were used during development to create some artwork, including character art, environments, and promotional images. These are pre-made assets. No content is generated by AI during gameplay.
Generative AI was used as part of the development process to assist with the creation and refinement of select visual assets, including concept art, graphical elements, and promotional artwork. AI-generated content is reviewed and modified by the development team before being included in the game or its associated materials.
Generative AI was used for some store pageimages, store page localization and translation, as well as some in-game art assets, localization, translation, and music.
In terms of art direction, AI was used as a supplementary tool for improvement; it was not a completely automated process from scratch, nor were AI-generated assets used directly.
In terms of music, AI generation was used directly.
The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand.
This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service.
I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration.
ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design.
As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy.
Generative AI was used to assist in creating some character illustrations, background images, and localized text. All generated content was reviewed, edited, and adjusted by the developer before being implemented in the game. The game does not generate any AI content in real time during gameplay.
Generative AI assisted with selected original visual assets used by Tater Tube Player, including mascot illustrations, fictional demo artwork, Discovery category art, and Tube TV channel logos. These assets were reviewed before inclusion and do not contain third-party movie or television artwork.
During use, the optional Tater Picks feature can generate short recommendation explanations and a synthesized voice briefing based on titles in the user’s own Tater Tube Server library and viewing history. Tater Picks requires the user to configure Tater Link separately, does not accept free-form prompts through the Player, and is hidden when not configured. It does not generate movies, television programs, music, or other playable media.
The application itself does not use generative AI. Maps are produced by a deterministic, rule-based algorithm from signal analysis of the user's own audio file (tempo, beat grid, onsets, song structure); no machine-learning models are involved, and nothing is generated at runtime by AI.
Generative AI was used only for marketing: the animated scenes in the store trailer were produced with AI image and video tools from our own storyboard and prompts. Store screenshots are real captures of the application, and the capsule artwork was designed by hand.
Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals.
Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game.
This application does not use AI at runtime. Compatibility verdicts, expected
presets and the performance recommendation come from a deterministic rule set
and the developer's own hardware tier table, with no AI model involved.
AI was used only for pre-made promotional material: the narration of the
optional intro video for the developer's other product (synthetic text-to-speech
with a preset voice) and parts of the store page artwork, which were generated
with an image model and then edited by the developer. All in-app artwork,
including the mascot, is first-party.
Generative AI tools were used as part of the production process to assist in creating and refining some 2D artwork and visual assets. All such content is pre-generated and reviewed before being included in the game. No AI-generated content is created during gameplay.
Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play.
I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby.