Public Steam disclosure research25,376 disclosures tracked
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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.
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.
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.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Generative AI was used for some background and crystal artwork, and assisted with interface and store text localization. These assets are prepared before release. The game does not generate content or connect to AI services during play.
AI Disclosure:
This game was made with the help of Artificial Intelligence LLM Models. The studio takes transparency seriously, so if the community would like to ask questions, get clarity, or voice concerns over this, please reach out to the development team on our Discord or launch website.
AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer.
Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game.
Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play.
- 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts.
- 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited.
- Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above.
- Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech).
- Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code.
- Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code.
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.
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.
AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
Generative AI was used to create or edit some images, generate English voice audio, and assist with translation. All content was prepared before release. No content is generated and no external AI services are accessed during gameplay.
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
In the game itself, all graphics and sound effects are drawn and synthesized by the game's own code, which was also written with AI assistance. The game contains no AI-generated image, voice or music files, and nothing is generated by AI while you play.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI was used during development to assist in creating some character, monster, pet, environment, item icon, and promotional artwork, as well as to support programming and multilingual text translation. The resulting content was selected, adjusted, and integrated into the game by the developer. This content is created in advance during development; the game does not generate AI content in real time during gameplay.
Some artwork, promotional images and translations were created with generative AI. Computer players generate short photo captions through an external AI service. Players can report inappropriate captions.
During the development process, our team may utilize AI-based tools in a limited, supplementary capacity to support content creation. This includes the creation of certain 2D prop assets and soundtrack pieces, as well as the localization of some languages. In all cases, the final touches and quality review were carried out by our own team, and the final product reflects our team's creativity and artistic expression.
We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
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.
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.
Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay.
Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team.
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.
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.
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.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Generative AI was used for some background and crystal artwork, and assisted with interface and store text localization. These assets are prepared before release. The game does not generate content or connect to AI services during play.
AI Disclosure:
This game was made with the help of Artificial Intelligence LLM Models. The studio takes transparency seriously, so if the community would like to ask questions, get clarity, or voice concerns over this, please reach out to the development team on our Discord or launch website.
AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible.
SlopArena is a non-profit open source game created by a solo developer. AI was used extensively during development for various tasks such as research, brainstorming, planning, coding, analysing. Some assets were bought, some were generated to reduce costs. Generated assets are seen as placeholder, especially character models.
An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer.
Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game.
Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play.
- 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts.
- 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited.
- Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above.
- Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech).
- Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code.
- Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code.
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.
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.
AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
Generative AI was used to create or edit some images, generate English voice audio, and assist with translation. All content was prepared before release. No content is generated and no external AI services are accessed during gameplay.
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
In the game itself, all graphics and sound effects are drawn and synthesized by the game's own code, which was also written with AI assistance. The game contains no AI-generated image, voice or music files, and nothing is generated by AI while you play.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI was used during development to assist in creating some character, monster, pet, environment, item icon, and promotional artwork, as well as to support programming and multilingual text translation. The resulting content was selected, adjusted, and integrated into the game by the developer. This content is created in advance during development; the game does not generate AI content in real time during gameplay.
Some artwork, promotional images and translations were created with generative AI. Computer players generate short photo captions through an external AI service. Players can report inappropriate captions.
During the development process, our team may utilize AI-based tools in a limited, supplementary capacity to support content creation. This includes the creation of certain 2D prop assets and soundtrack pieces, as well as the localization of some languages. In all cases, the final touches and quality review were carried out by our own team, and the final product reflects our team's creativity and artistic expression.
We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
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.
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.
Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay.
Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team.