Public Steam disclosure research25,376 disclosures tracked
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Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
Some in-game posters and signs, the splash screen, and parts of the text and translation were made with the help of generative AI and then edited by hand.
The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Generative AI tools were used to assist with the creation and refinement of some pre-generated sound effects, 3D assets, 2D images, voice lines, and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
Generative AI tools were used during development to assist with some art assets, written content and localization, as well as store and marketing materials. This includes character portraits, cat and scene illustrations, selected textures and UI illustrations, store capsule artwork and promotional illustrations. These materials are generated, selected and integrated as fixed assets before release. The game does not use generative AI during play or generate dialogue, images or audio in real time.
Luckforge was made with the help of generative AI tools, selected and directed by the developer. The title-screen and battle backdrops were generated from our own layout briefs and screenshots, then converted to the game's pixel grid and colour palette. The pixel sprites, in-game text, translations and store text were created with AI assistance. Some promotional materials use AI-generated art or music. Nothing is generated by AI while you play.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Everything is AI Assisted
only thing that isn't AI Assisted is the Soundtrack, If i release the Soundtracks on Steam they made by my Friends Imogen and Orlando.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay.
Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation.
Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play.
Some of the game's artwork (cards, bosses, mascot, icons) and music were initially created with generative AI tools, then reworked, edited and integrated by the developer. All code, game design, writing and balancing were made by the developer. No content is generated by AI while the game is running.
AI tools were used during development to create the pixel art, the game's text and promotional images. Pawnbroke does not generate AI content during gameplay.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
AI tools were used during development to assist with writing and translating French and English text, creating branding artwork (including the logo, icon and splash screen), and producing some music. Promotional artwork and the voice-over in our gameplay overview videos also use AI-generated content. These assets were prepared in advance and integrated by the developers. The game does not generate AI content during gameplay.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
Some character avatars, application icons, store and library artwork, and fixed character voice lines were created with generative AI. The launch version uses local gameplay AI and prerecorded voice clips; it does not generate content during play or connect to external AI services.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
Generative AI tools were used to create music and visual artwork, including store and promotional images. These assets were generated before release and selected by the developer. No AI content is generated during gameplay.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play.
I enjoy code and music, yet I am terrible at art.
Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay.
We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
Some in-game posters and signs, the splash screen, and parts of the text and translation were made with the help of generative AI and then edited by hand.
The character, hat, background and icon artwork in the game, and the artwork on this store page, were created with AI image generation and then selected, cut out and adjusted by the developer. In-game text and translations were written with the help of AI tools. Nothing is generated by AI while you play.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Generative AI tools were used to assist with the creation and refinement of some pre-generated sound effects, 3D assets, 2D images, voice lines, and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Character voices, and some of the sound effects and music, were pre-generated with AI voice and audio tools and then edited and mixed by the developer. The dialogue, store text and Korean/English translations were written with the help of an AI assistant and reviewed by the developer. All ships, cockpit and environments are in-engine 3D models, and the store images and trailer are in-game captures. No AI content is generated while you play.
Generative AI tools were used during development to assist with some art assets, written content and localization, as well as store and marketing materials. This includes character portraits, cat and scene illustrations, selected textures and UI illustrations, store capsule artwork and promotional illustrations. These materials are generated, selected and integrated as fixed assets before release. The game does not use generative AI during play or generate dialogue, images or audio in real time.
Luckforge was made with the help of generative AI tools, selected and directed by the developer. The title-screen and battle backdrops were generated from our own layout briefs and screenshots, then converted to the game's pixel grid and colour palette. The pixel sprites, in-game text, translations and store text were created with AI assistance. Some promotional materials use AI-generated art or music. Nothing is generated by AI while you play.
Stick Life: Medieval is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws and parts of this store page were made with the help of generative AI tools, and some of its music was made with Suno, an AI music tool. All of it was played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
Pre-generated content: the character voices, some sound effects, ambience and the music were generated with AI audio tools (ElevenLabs), then selected, edited and mixed by the developer. Most 3D models (props, tools, vehicles) and some 2D artwork (signs, posters, in-game documents, interface illustrations and store art) were generated with AI tools and then integrated, adjusted and reviewed in the game by the developer. The people are built with the open-source MakeHuman tools and animated with motion capture (CMU), not with AI. Translations were made with AI assistance and reviewed. The levels and code were built with AI-assisted tools and reviewed and tested by the developer. No content is generated by AI while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Everything is AI Assisted
only thing that isn't AI Assisted is the Soundtrack, If i release the Soundtracks on Steam they made by my Friends Imogen and Orlando.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay.
Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation.
Some 2D artwork in the game, such as backgrounds, decoration items and illustrations, was made with the help of generative AI image tools and then edited and adjusted by the developer. Some in-game text translations were also produced with AI assistance. All sound and music are created by the game’s own code. No content is generated by AI while you play.
Some of the game's artwork (cards, bosses, mascot, icons) and music were initially created with generative AI tools, then reworked, edited and integrated by the developer. All code, game design, writing and balancing were made by the developer. No content is generated by AI while the game is running.
AI tools were used during development to create the pixel art, the game's text and promotional images. Pawnbroke does not generate AI content during gameplay.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
AI tools were used during development to assist with writing and translating French and English text, creating branding artwork (including the logo, icon and splash screen), and producing some music. Promotional artwork and the voice-over in our gameplay overview videos also use AI-generated content. These assets were prepared in advance and integrated by the developers. The game does not generate AI content during gameplay.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
Some character avatars, application icons, store and library artwork, and fixed character voice lines were created with generative AI. The launch version uses local gameplay AI and prerecorded voice clips; it does not generate content during play or connect to external AI services.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
Generative AI tools were used to create music and visual artwork, including store and promotional images. These assets were generated before release and selected by the developer. No AI content is generated during gameplay.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play.
I enjoy code and music, yet I am terrible at art.
Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay.
We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.