Public Steam disclosure research24,658 disclosures tracked
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Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
Generative AI was used to create some artwork, music, sound effects, text, and localization included in the game. Some AI-generated content is used as-is, while some has been edited by the developer.
The game does not generate AI content at runtime.
Generative AI was used during development to create in-game text, including item descriptions, interface copy, narrative text and localization. The Steam trailer also includes pre-generated AI cinematic visuals and music. No content is generated by AI during gameplay.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations.
All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer.
Generative AI tools were used during development to create visual assets and music, and to assist with localization. All content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to create and assist with some pre-generated visual and audio assets. All AI-assisted content included in the game is reviewed, selected, and integrated by the developer. No generative AI content is created in real time during gameplay.
Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play.
Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
Atharia uses generative AI tools under the developer's constant direction. The combat animations are AI-generated video clips, converted into sprites and integrated into custom-built staging. Background environments and interface elements are also created with AI assistance. Every asset is art-directed, selected and validated by the developer before it enters the game.
Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation.
Generative AI was used during development to assist in creating and refining some pre-generated artwork, audio elements, text, and localized text. All content included with the game was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI to help create pre-generated content. Artwork (character art, backgrounds, card illustrations, icons) is produced with AI image generation as base material, then hand-curated, edited and integrated by the developer before it is finalized. Text is drafted with AI assistance and edited by hand. Cinematics and store videos are assembled from AI-generated footage and edited by hand. Background music and stingers are produced with AI music generation and hand-selected. The game contains no AI content generated at runtime and does not connect to any external AI service.
Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer.
(게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.)
Mythbound features a small portion of generated assets in the form of environmental props for it's Early Access period. No generated assets will be featured in the final release of the game.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline.
Generative AI was used during development to create or refine some of the game’s visual assets and music, and to assist with localization. These assets were selected by the developer and edited and adapted as needed. The game does not generate AI content in real time during gameplay.
All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation.
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative.
No AI-generated content is created during gameplay, all other game content was created without generative AI.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay.
The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline.
Some store artwork (capsules, hero art, page background) was created with generative AI and then edited by hand. All in-game art, audio and text are hand-made or licensed. The game does not generate any content at runtime.
This game is made by one developer working with AI assistants. AI tools helped write the game's code and much of its English text, including this store page.
The folktales the game retells are traditional Mongolian üliger, not machine-invented, and every Mongolian word in the game is checked by a native speaker before it ships.
Nothing is generated while you play. The game runs offline, creates no content at runtime, and connects to no AI service.
This game uses some pre-generated content created with generative AI tools. It does not use generative AI to generate content in real time in response to player actions.
Artwork
Generative AI tools were used to create some in-game graphics, as well as images for the Steam store page and promotional and marketing materials. Generated assets are reviewed by the developer and edited or adjusted when necessary. Some assets are used without additional editing.
Translation
AI tools are used to assist with translation and localization for some languages other than Japanese. Translations are reviewed and corrected by the developer.
Pocket Beasts uses generative AI tools to assist in the creation of some visual assets, including creature and character artwork, in portions of the game's text and localization, and in some of the game's sound, including background music. Not all assets are AI-generated; some artwork is sourced from purchased assets. All AI-assisted content is reviewed and edited by the development team. No content is generated live during gameplay — all assets are pre-rendered — and the game does not connect to any external AI service at runtime.
Some visual and audio assets in this game were created with generative AI during development.
• Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots.
• Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback.
Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play.
Generative AI tools were used during development to assist in the creation of some systems, 3D models, textures, and localized translations included in the game.
Generative AI tools were used during development to help create visual assets for this game, including character art, environments such as the temple, weapons, and other in-game artwork, as well as store and marketing images (capsule art, logo, and store background). All AI-assisted content was reviewed, edited, and finalized by the developer, who holds the rights to use it. No AI-generated content is created live during gameplay.
# AI Disclosure
Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI.
If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us.
We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game.
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
Generative AI was used to create some artwork, music, sound effects, text, and localization included in the game. Some AI-generated content is used as-is, while some has been edited by the developer.
The game does not generate AI content at runtime.
Generative AI was used during development to create in-game text, including item descriptions, interface copy, narrative text and localization. The Steam trailer also includes pre-generated AI cinematic visuals and music. No content is generated by AI during gameplay.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Some game assets were created using AI generative tools. AI-generated visual assets were subsequently painted over, edited, and composited manually by the developer in Photoshop/Photopea. AI was also used to assist with localized text translations.
All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer.
Generative AI tools were used during development to create visual assets and music, and to assist with localization. All content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to create and assist with some pre-generated visual and audio assets. All AI-assisted content included in the game is reviewed, selected, and integrated by the developer. No generative AI content is created in real time during gameplay.
Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play.
Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
Atharia uses generative AI tools under the developer's constant direction. The combat animations are AI-generated video clips, converted into sprites and integrated into custom-built staging. Background environments and interface elements are also created with AI assistance. Every asset is art-directed, selected and validated by the developer before it enters the game.
Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation.
Generative AI was used during development to assist in creating and refining some pre-generated artwork, audio elements, text, and localized text. All content included with the game was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI to help create pre-generated content. Artwork (character art, backgrounds, card illustrations, icons) is produced with AI image generation as base material, then hand-curated, edited and integrated by the developer before it is finalized. Text is drafted with AI assistance and edited by hand. Cinematics and store videos are assembled from AI-generated footage and edited by hand. Background music and stingers are produced with AI music generation and hand-selected. The game contains no AI content generated at runtime and does not connect to any external AI service.
Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer.
(게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.)
Mythbound features a small portion of generated assets in the form of environmental props for it's Early Access period. No generated assets will be featured in the final release of the game.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline.
Generative AI was used during development to create or refine some of the game’s visual assets and music, and to assist with localization. These assets were selected by the developer and edited and adapted as needed. The game does not generate AI content in real time during gameplay.
All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation.
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative.
No AI-generated content is created during gameplay, all other game content was created without generative AI.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay.
The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline.
Some store artwork (capsules, hero art, page background) was created with generative AI and then edited by hand. All in-game art, audio and text are hand-made or licensed. The game does not generate any content at runtime.
This game is made by one developer working with AI assistants. AI tools helped write the game's code and much of its English text, including this store page.
The folktales the game retells are traditional Mongolian üliger, not machine-invented, and every Mongolian word in the game is checked by a native speaker before it ships.
Nothing is generated while you play. The game runs offline, creates no content at runtime, and connects to no AI service.
This game uses some pre-generated content created with generative AI tools. It does not use generative AI to generate content in real time in response to player actions.
Artwork
Generative AI tools were used to create some in-game graphics, as well as images for the Steam store page and promotional and marketing materials. Generated assets are reviewed by the developer and edited or adjusted when necessary. Some assets are used without additional editing.
Translation
AI tools are used to assist with translation and localization for some languages other than Japanese. Translations are reviewed and corrected by the developer.
Pocket Beasts uses generative AI tools to assist in the creation of some visual assets, including creature and character artwork, in portions of the game's text and localization, and in some of the game's sound, including background music. Not all assets are AI-generated; some artwork is sourced from purchased assets. All AI-assisted content is reviewed and edited by the development team. No content is generated live during gameplay — all assets are pre-rendered — and the game does not connect to any external AI service at runtime.
Some visual and audio assets in this game were created with generative AI during development.
• Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots.
• Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback.
Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play.
Generative AI tools were used during development to assist in the creation of some systems, 3D models, textures, and localized translations included in the game.
Generative AI tools were used during development to help create visual assets for this game, including character art, environments such as the temple, weapons, and other in-game artwork, as well as store and marketing images (capsule art, logo, and store background). All AI-assisted content was reviewed, edited, and finalized by the developer, who holds the rights to use it. No AI-generated content is created live during gameplay.
# AI Disclosure
Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI.
If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us.
We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game.