Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
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.
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.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer.
Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
A few in-game images were generated with an AI image tool and edited by the developer. The game's translations were drafted with AI tools and reviewed by the developer. All other art, sound and design were made by the developer.
This game includes pre-generated artwork, music, and text created with generative AI. The game does not generate AI content during gameplay or connect to external AI services.
Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled.
Generative AI was used to create some of the game's illustrations and graphical assets, as well as artwork for the Steam store page, including capsule images.
MAZZIOSI is made and polished by our team. During development, AI tools help us find bugs and make the game more enjoyable. Selected illustrations, UI art, music, sound effects, and parts of the story and localization were created or refined with AI, then reviewed and finalized by us. The game has no live AI generation or connection to AI services while you play.
Full disclaimer - Some code, artworks have been AI generated, through a custom model trained on images that were built specifically for the game with the kind assistance of a graphic designer friend of mine. I'm a solo dev with limited budget and I'm doing this out of passion - I just wouldn't have been able to build it without these tools
Pre-generated game artwork, including character, background, card, and interface art, was created with generative AI and edited for the game. Generative AI was also used for Steam store and library artwork, the logo, and icons. Gameplay screenshots were captured directly from the game. No AI content is generated during gameplay.
Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game.
Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game.
Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay.
Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials.
These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary.
The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me.
The game does not generate AI content during gameplay.
Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code.
Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay.
Some translations were generated with AI and are in beta, so more players can enjoy the game in their language.
The art and music were made without AI.
Dealer's Choice was made by a solo developer working with AI assistance. AI tools helped write the game's code and in-game text, and the store artwork and achievement icons were rendered from 3D models built with AI assistance. All of this content was created during development and reviewed by the developer. Nothing in the game is generated by AI while you play.
Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline.
The game includes 2D illustrations created with generative AI during development, including characters, enemies and backgrounds. These images were then manually cleaned up, edited and integrated into the game. The game does not generate AI content during gameplay.
Hello! It’s a pleasure to greet you.
I am the developer of Zero Colour.
As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that.
I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best.
I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know.
Thank you very much!
1) Artwork: card illustrations and other visual assets were created with the help of AI image generation tools, then selected and edited by the developer.
2) Music: the soundtrack was created with the help of AI music generation tools.
The character portraits, ingredient and trick illustrations, bar background and UI artwork in this game were created using generative AI image tools, then selected, cleaned up and integrated by the developer. All gameplay, design, music and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
Generative AI assisted with some programming and debugging during the development of Daylight Line. Some in-game visual assets, including battle status icons, were also created with the assistance of generative AI and then processed and integrated by the development team. The game does not generate AI content during gameplay.
Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live.
All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game.
Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing.
This game utilizes generative AI tools to assist in the production of select art, sound, and music assets. However, no raw AI content is used. Every single AI-generated asset has been extensively modified, remade, and personalized by hand to fit the game's specific creative vision.
The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Art assets (card, mode and boss illustrations, backgrounds and store art) were created with generative AI tools and edited by the developer. No AI-generated content is created live during play.
I used the help of AI to supplement me in areas, where my talent lacks to bring my ideas to live.
I am no great musician, I am no graphics designer and partly colorblind. I used these modern tools to create what I've dreamt of.
The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer.
AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use.
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.
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.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer.
Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
A few in-game images were generated with an AI image tool and edited by the developer. The game's translations were drafted with AI tools and reviewed by the developer. All other art, sound and design were made by the developer.
This game includes pre-generated artwork, music, and text created with generative AI. The game does not generate AI content during gameplay or connect to external AI services.
Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled.
Generative AI was used to create some of the game's illustrations and graphical assets, as well as artwork for the Steam store page, including capsule images.
MAZZIOSI is made and polished by our team. During development, AI tools help us find bugs and make the game more enjoyable. Selected illustrations, UI art, music, sound effects, and parts of the story and localization were created or refined with AI, then reviewed and finalized by us. The game has no live AI generation or connection to AI services while you play.
Full disclaimer - Some code, artworks have been AI generated, through a custom model trained on images that were built specifically for the game with the kind assistance of a graphic designer friend of mine. I'm a solo dev with limited budget and I'm doing this out of passion - I just wouldn't have been able to build it without these tools
Pre-generated game artwork, including character, background, card, and interface art, was created with generative AI and edited for the game. Generative AI was also used for Steam store and library artwork, the logo, and icons. Gameplay screenshots were captured directly from the game. No AI content is generated during gameplay.
Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game.
Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game.
Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay.
Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials.
These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary.
The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me.
The game does not generate AI content during gameplay.
Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code.
Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay.
Some translations were generated with AI and are in beta, so more players can enjoy the game in their language.
The art and music were made without AI.
Dealer's Choice was made by a solo developer working with AI assistance. AI tools helped write the game's code and in-game text, and the store artwork and achievement icons were rendered from 3D models built with AI assistance. All of this content was created during development and reviewed by the developer. Nothing in the game is generated by AI while you play.
Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline.
The game includes 2D illustrations created with generative AI during development, including characters, enemies and backgrounds. These images were then manually cleaned up, edited and integrated into the game. The game does not generate AI content during gameplay.
Hello! It’s a pleasure to greet you.
I am the developer of Zero Colour.
As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that.
I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best.
I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know.
Thank you very much!
1) Artwork: card illustrations and other visual assets were created with the help of AI image generation tools, then selected and edited by the developer.
2) Music: the soundtrack was created with the help of AI music generation tools.
The character portraits, ingredient and trick illustrations, bar background and UI artwork in this game were created using generative AI image tools, then selected, cleaned up and integrated by the developer. All gameplay, design, music and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
Generative AI assisted with some programming and debugging during the development of Daylight Line. Some in-game visual assets, including battle status icons, were also created with the assistance of generative AI and then processed and integrated by the development team. The game does not generate AI content during gameplay.
Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live.
All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game.
Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing.
This game utilizes generative AI tools to assist in the production of select art, sound, and music assets. However, no raw AI content is used. Every single AI-generated asset has been extensively modified, remade, and personalized by hand to fit the game's specific creative vision.
The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release.
Deckbound was designed and directed by a solo developer. Generative AI was used as a tool during development to help write in-game text (card, item and enemy descriptions), and produce the pixel artwork. All of it was reviewed, edited and curated by hand. The game itself does not use AI while you play — nothing is generated in real time.
Art assets (card, mode and boss illustrations, backgrounds and store art) were created with generative AI tools and edited by the developer. No AI-generated content is created live during play.
I used the help of AI to supplement me in areas, where my talent lacks to bring my ideas to live.
I am no great musician, I am no graphics designer and partly colorblind. I used these modern tools to create what I've dreamt of.
The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer.
AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use.