Public Steam disclosure research24,658 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play.
During the development of this game, we utilized generative artificial intelligence tools—specifically Claude, Gemini, and Codex (GPT)—to assist with programming, debugging, and drafting text/documentation.
Code and Systems: AI models were used as development assistants to help write, refactor, and troubleshoot code logic.
Text and Documentation: AI assistants were used to brainstorm and draft text content, which was then thoroughly reviewed, edited, and manually integrated by our development team.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model.
The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation.
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.
AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested.
2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing.
Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content.
Generative AI was used during development to assist with programming and the creation of certain visual, textual, and other development assets. All content included in the final game was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay.
Live-generated: Pixie's chat feature generates the pet's replies with a language model that ships inside the product and runs entirely on the player's own computer. There is no third-party AI service, no API key and no account of any kind; the feature makes no network requests at all and works with the machine fully offline. The model is Gemma 4 E2B, licensed under the Apache License 2.0 and redistributed with the notices required by that license.
Pre-generated: written text in the product and on this store page — including the interface strings and their translations into the supported languages — was produced with the help of an AI writing assistant.
All art, animation and characters are hand-made: every sprite is drawn at runtime by a parametric pixel renderer written for this project, with no generative AI involved at any stage.
Camera and microphone input are processed entirely on-device (MediaPipe) and are never sent to any server.
During development, generative AI tools were used in the production of selected character sprites, backgrounds, CG illustrations, UI artwork, title logos, icons, and music. All AI-assisted assets were generated before release. The developer selected, directed, edited, composited, resized, recolored, and integrated these assets into the final game. Some production assets were also created directly or obtained from commercially licensed stock sources.
No generative AI runs during gameplay, and players cannot generate AI content through the game.
Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service.
During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style.
At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
As a small development studio, we had to use AI to generate translations for the game and the Steam page in order to make the game accessible to the widest possible audience.
The graphic and audio assets were created either by us or by the team at Craftpix.net (who, it seems, do not use AI).
One man team here. AI helped me learn to code and I also used it to help generate some of the artwork and voices. All of the artwork generated by AI has been carefully polished and modified.
During development, I may use procedural- and AI-assisted tools to support content creation, iteration, and production workflows. In all such cases, the final product reflects my own creative direction, selection, editing, and implementation as the developer.
Some art and music in Cookiesaner were created with AI-assisted tools: Image generation for sprites and backdrops, and AI-assisted music, then curated, edited, and finished by the solo developer alongside hand-craft and original composition. No AI-generated content is created at runtime; every asset is fixed and reviewed before it ships.
Generative AI was used to assist with the translation and localization of menu text and interface elements, and to help create graphic assets for the Steam store page. All content was reviewed and approved by the developer before publication.
Some of the visual elements and promotional materials for “Bubble Dogs” were created using generative AI tools and then manually refined, selected, modified, and integrated by the developer as part of the game's artistic production process.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play.
During the development of this game, we utilized generative artificial intelligence tools—specifically Claude, Gemini, and Codex (GPT)—to assist with programming, debugging, and drafting text/documentation.
Code and Systems: AI models were used as development assistants to help write, refactor, and troubleshoot code logic.
Text and Documentation: AI assistants were used to brainstorm and draft text content, which was then thoroughly reviewed, edited, and manually integrated by our development team.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model.
The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation.
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.
AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested.
2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing.
Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content.
Generative AI was used during development to assist with programming and the creation of certain visual, textual, and other development assets. All content included in the final game was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay.
Live-generated: Pixie's chat feature generates the pet's replies with a language model that ships inside the product and runs entirely on the player's own computer. There is no third-party AI service, no API key and no account of any kind; the feature makes no network requests at all and works with the machine fully offline. The model is Gemma 4 E2B, licensed under the Apache License 2.0 and redistributed with the notices required by that license.
Pre-generated: written text in the product and on this store page — including the interface strings and their translations into the supported languages — was produced with the help of an AI writing assistant.
All art, animation and characters are hand-made: every sprite is drawn at runtime by a parametric pixel renderer written for this project, with no generative AI involved at any stage.
Camera and microphone input are processed entirely on-device (MediaPipe) and are never sent to any server.
During development, generative AI tools were used in the production of selected character sprites, backgrounds, CG illustrations, UI artwork, title logos, icons, and music. All AI-assisted assets were generated before release. The developer selected, directed, edited, composited, resized, recolored, and integrated these assets into the final game. Some production assets were also created directly or obtained from commercially licensed stock sources.
No generative AI runs during gameplay, and players cannot generate AI content through the game.
Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service.
During the game design process, we used advanced AI tools to generate some images as creative references and sources of inspiration. The resulting materials were then significantly reworked and refined to create the final visual style.
At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay.
As a small development studio, we had to use AI to generate translations for the game and the Steam page in order to make the game accessible to the widest possible audience.
The graphic and audio assets were created either by us or by the team at Craftpix.net (who, it seems, do not use AI).
One man team here. AI helped me learn to code and I also used it to help generate some of the artwork and voices. All of the artwork generated by AI has been carefully polished and modified.
During development, I may use procedural- and AI-assisted tools to support content creation, iteration, and production workflows. In all such cases, the final product reflects my own creative direction, selection, editing, and implementation as the developer.
Some art and music in Cookiesaner were created with AI-assisted tools: Image generation for sprites and backdrops, and AI-assisted music, then curated, edited, and finished by the solo developer alongside hand-craft and original composition. No AI-generated content is created at runtime; every asset is fixed and reviewed before it ships.
Generative AI was used to assist with the translation and localization of menu text and interface elements, and to help create graphic assets for the Steam store page. All content was reviewed and approved by the developer before publication.
Some of the visual elements and promotional materials for “Bubble Dogs” were created using generative AI tools and then manually refined, selected, modified, and integrated by the developer as part of the game's artistic production process.