Public Steam disclosure research24,658 disclosures tracked
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Generative AI was used during development to create in-game collectible cover artwork, as well as store and marketing artwork and text. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to a live AI service.
Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play.
This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer.
This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
AI-assisted coding and editor automation tools were used during development for workflow efficiency.
Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future.
AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language.
Artificial intelligence was used to generate our Steam achievement icons and some of our localizations.
We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com.
AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer.
Character illustrations, backgrounds, cutscene videos, voice acting and music were created with generative AI tools, then selected and edited by our team. The story, dialogue and game systems were written and designed by the developer with AI assistance. No content is generated by AI during gameplay.
Generative AI was used during development to create select environmental artwork, including some fictional posters and signage appearing within the game. These assets were reviewed and curated by the developers before inclusion in the final game.
Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay.
Our visual style relies on a blend of commissioned artwork, curated assets, and custom designs. We occasionally use AI generation as a tool in our creative process, but never as a final product. Every AI-assisted asset is either fully redrawn or heavily refined by human artists before making its way into the game.
Generative AI tools were used during development to assist with the localization of in-game text into multiple languages. All AI-assisted translations were reviewed, edited and integrated manually by the developer. No generative AI is used during gameplay. Visual and audio assets were not generated using AI.
HELIOBANE was made with the help of generative AI tools.
- Assets: AI was used to generate some of the game's assets, including artwork, voice lines, sound effects, in-game text and translations. Artwork was edited and fitted to the game's 32-colour palette and style before use.
- Music: the soundtrack was made with a custom tracker built for agentic work, by an AI trained on a curated collection of public-domain tracker (MOD) music.
- Some store page and marketing art is also AI-assisted.
Nothing is generated while you play. All content is fixed in the build, and the game does not connect to any AI service.
I'm a solo developer with a full-time job and a dad with two wonderful little kids. Full Count Club is a game I've wanted to make for a long time. AI tools are how I fit it into the time I have: they helped create the illustrated art, some sound effects, and some in-game writing such as newspaper headlines. I direct, select and edit all of it. The game does not generate any AI content while you play.
Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played.
The game engine is written with substantial AI assistance.
Some dialogues and quest texts are AI generated, and are successively replaced by human-written dialogue. Every piece of flavor text has a label that states the author (human or ai).
The 3D character models are currently generated with AI, and then transformed through a custom pipeline to work with the text-based graphics and CPU rendering. It is possible to replace them with manually crafted models.
Generative AI tools were used during development to assist with the creation of some pre-generated visual artwork. AI-assisted artwork is substantially edited, painted over, composited, and finalized by the developer before inclusion in the game. No generative AI is used to create content during gameplay.
Some background environment props and their textures (signage, lamps,
surfaces, decals and small set-dressing objects) were generated with AI
assistance, using AI written procedural code rather than an image or mesh
generator. They ship with the game as scenery.
Everything else is the developer's own work: all writing and in-game text,
game design, game code, audio and sound design, the visual identity, and all
store page art.
No AI generated content is produced while the game is running.
AI tools were used during development for programming, image creation, scenario writing, and translation.
All AI-assisted or AI-generated content has been reviewed and, where necessary, edited by the developer before being included in the final release.
No content is generated by AI during gameplay.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
The game contains pre-generated artwork and AI-assisted narrative/localization created during development under human direction.
The assets were iteratively selected, composed, edited and reviewed for this project.
Prompts requested generic original fantasy subjects and did not request existing characters, logos, or the imitation of a named living artist.
No generative AI service runs during gameplay and players cannot submit prompts.
This game includes assets created with generative AI during development (official music, song artwork, and drum animations). Nothing is generated while you play, and the game does not connect to an AI service at runtime. Players cannot send prompts to any AI.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
The original 1998 version of Avalon was created entirely by hand, including its graphics, music, story, gameplay, game engine and even its custom music software. Avalon: Legacy Edition retains many of these original assets. Generative AI was used to create or refine much of the updated visual, audio and written content. No content is generated live during gameplay.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
Some of this game's art was stylized or created with AI image generation tools from original prompts and project reference material: character portraits, tables, backgrounds, and Steam store and community artwork. Initial translations were AI-assisted. All of it was edited and reviewed before shipping. The soundtrack is chip-synth music generated at build time by the game's own code, no audio model and no sampled audio in the shipped files. Several tracks are AI-stylized arrangements of original songs written by a member of the development team; others were composed with AI assistance to our direction. Nothing is generated by AI while you play.
The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code.
Generative AI tools were used to assist in creating promotional artwork, cover images, and store page visual assets. The game itself does not generate AI content during gameplay.
Aetas is designed, directed and built by a single developer. Generative AI was used as a development assistant: it helped write code and tools, the in-game texts and their English/Dutch localization, and the store page texts, all under the developer's direction and review. No AI image generation was used: all sprites and tiles are hand-drawn Liberated Pixel Cup art by human artists (credited in the game folder), or assembled programmatically from that art. The trailer music was produced by a synthesis script. The game does not generate any content with AI during gameplay and does not connect to any AI service.
Generative AI was used during development to create in-game collectible cover artwork, as well as store and marketing artwork and text. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to a live AI service.
Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play.
This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer.
This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
AI-assisted coding and editor automation tools were used during development for workflow efficiency.
Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future.
AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language.
Artificial intelligence was used to generate our Steam achievement icons and some of our localizations.
We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com.
AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer.
Character illustrations, backgrounds, cutscene videos, voice acting and music were created with generative AI tools, then selected and edited by our team. The story, dialogue and game systems were written and designed by the developer with AI assistance. No content is generated by AI during gameplay.
Generative AI was used during development to create select environmental artwork, including some fictional posters and signage appearing within the game. These assets were reviewed and curated by the developers before inclusion in the final game.
Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay.
Our visual style relies on a blend of commissioned artwork, curated assets, and custom designs. We occasionally use AI generation as a tool in our creative process, but never as a final product. Every AI-assisted asset is either fully redrawn or heavily refined by human artists before making its way into the game.
Generative AI tools were used during development to assist with the localization of in-game text into multiple languages. All AI-assisted translations were reviewed, edited and integrated manually by the developer. No generative AI is used during gameplay. Visual and audio assets were not generated using AI.
HELIOBANE was made with the help of generative AI tools.
- Assets: AI was used to generate some of the game's assets, including artwork, voice lines, sound effects, in-game text and translations. Artwork was edited and fitted to the game's 32-colour palette and style before use.
- Music: the soundtrack was made with a custom tracker built for agentic work, by an AI trained on a curated collection of public-domain tracker (MOD) music.
- Some store page and marketing art is also AI-assisted.
Nothing is generated while you play. All content is fixed in the build, and the game does not connect to any AI service.
I'm a solo developer with a full-time job and a dad with two wonderful little kids. Full Count Club is a game I've wanted to make for a long time. AI tools are how I fit it into the time I have: they helped create the illustrated art, some sound effects, and some in-game writing such as newspaper headlines. I direct, select and edit all of it. The game does not generate any AI content while you play.
Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played.
The game engine is written with substantial AI assistance.
Some dialogues and quest texts are AI generated, and are successively replaced by human-written dialogue. Every piece of flavor text has a label that states the author (human or ai).
The 3D character models are currently generated with AI, and then transformed through a custom pipeline to work with the text-based graphics and CPU rendering. It is possible to replace them with manually crafted models.
Generative AI tools were used during development to assist with the creation of some pre-generated visual artwork. AI-assisted artwork is substantially edited, painted over, composited, and finalized by the developer before inclusion in the game. No generative AI is used to create content during gameplay.
Some background environment props and their textures (signage, lamps,
surfaces, decals and small set-dressing objects) were generated with AI
assistance, using AI written procedural code rather than an image or mesh
generator. They ship with the game as scenery.
Everything else is the developer's own work: all writing and in-game text,
game design, game code, audio and sound design, the visual identity, and all
store page art.
No AI generated content is produced while the game is running.
AI tools were used during development for programming, image creation, scenario writing, and translation.
All AI-assisted or AI-generated content has been reviewed and, where necessary, edited by the developer before being included in the final release.
No content is generated by AI during gameplay.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
The game contains pre-generated artwork and AI-assisted narrative/localization created during development under human direction.
The assets were iteratively selected, composed, edited and reviewed for this project.
Prompts requested generic original fantasy subjects and did not request existing characters, logos, or the imitation of a named living artist.
No generative AI service runs during gameplay and players cannot submit prompts.
This game includes assets created with generative AI during development (official music, song artwork, and drum animations). Nothing is generated while you play, and the game does not connect to an AI service at runtime. Players cannot send prompts to any AI.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
The original 1998 version of Avalon was created entirely by hand, including its graphics, music, story, gameplay, game engine and even its custom music software. Avalon: Legacy Edition retains many of these original assets. Generative AI was used to create or refine much of the updated visual, audio and written content. No content is generated live during gameplay.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
Some of this game's art was stylized or created with AI image generation tools from original prompts and project reference material: character portraits, tables, backgrounds, and Steam store and community artwork. Initial translations were AI-assisted. All of it was edited and reviewed before shipping. The soundtrack is chip-synth music generated at build time by the game's own code, no audio model and no sampled audio in the shipped files. Several tracks are AI-stylized arrangements of original songs written by a member of the development team; others were composed with AI assistance to our direction. Nothing is generated by AI while you play.
The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code.
Generative AI tools were used to assist in creating promotional artwork, cover images, and store page visual assets. The game itself does not generate AI content during gameplay.
Aetas is designed, directed and built by a single developer. Generative AI was used as a development assistant: it helped write code and tools, the in-game texts and their English/Dutch localization, and the store page texts, all under the developer's direction and review. No AI image generation was used: all sprites and tiles are hand-drawn Liberated Pixel Cup art by human artists (credited in the game folder), or assembled programmatically from that art. The trailer music was produced by a synthesis script. The game does not generate any content with AI during gameplay and does not connect to any AI service.