Public Steam disclosure research25,376 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay.
Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience.
The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play.
AI tools assisted with localization, store-page text, and preparation of promotional artwork. This content is prepared in advance. The game does not use AI to generate content during gameplay or connect to external AI services.
The game itself contains no AI-generated assets. Generative AI was used only for some promotional artwork on the store page such as posters. This artwork was edited by the development team.
AI tools were used during development to help write code, store and in-game text, translations, and the code that draws some icons. All output was reviewed and edited by the developer. The game does not generate any content with AI while you play.
Card, character, background, UI and store art, as well as some in-game text and translations, were made with the help of generative AI. The game does not generate any content with AI while it runs.
Yes, AI helped make this game. Here's exactly how:
• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play.
AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer.
Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way.
No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day, the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved. For the Machine is Immortal.
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Generative AI was used to create some art assets (the title screen background and the store capsule images). The game does not use AI to generate any content at runtime.
Ratiator is made by a small independent studio, and generative AI is one of the tools that lets a tiny team build a world this big. Every piece of AI-assisted content was directed, selected and refined by us to match our own art direction and design.
Artwork: backgrounds, UI elements, event illustrations, icons and key art were created with AI image tools from our concepts and art direction, then curated, edited and assembled by hand.
3D models: our rats and their household-junk weapons and armour started as AI-generated 3D models built from our concept art. We then rigged, fitted, animated and tuned them with our own tools, so every rat moves and fights the way we designed it.
Animation: a few short cinematic clips and the living light in some backgrounds (flickering lanterns, flowing water) were made with AI video tools and blended into our original paintings.
Writing: story and event texts were drafted with the help of an AI writing assistant, then edited and shaped by us to fit the world and its humour.
Nothing in the game is generated by AI while you play. Every fight, rat and story event is driven by the game's own systems, and no player data is sent to any AI service.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
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.
Some promotional artwork on this store page was created using generative AI tools. All in-game assets (characters, environments, effects) are original or licensed third-party content.
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime.
Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay.
Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience.
The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play.
AI tools assisted with localization, store-page text, and preparation of promotional artwork. This content is prepared in advance. The game does not use AI to generate content during gameplay or connect to external AI services.
The game itself contains no AI-generated assets. Generative AI was used only for some promotional artwork on the store page such as posters. This artwork was edited by the development team.
AI tools were used during development to help write code, store and in-game text, translations, and the code that draws some icons. All output was reviewed and edited by the developer. The game does not generate any content with AI while you play.
Card, character, background, UI and store art, as well as some in-game text and translations, were made with the help of generative AI. The game does not generate any content with AI while it runs.
Yes, AI helped make this game. Here's exactly how:
• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play.
AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer.
Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way.
No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind cling to your flesh as if it will not decay and fail you. One day, the crude biomass you call a temple will wither, and you will beg my kind to save you. But I am already saved. For the Machine is Immortal.
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Generative AI was used to create some art assets (the title screen background and the store capsule images). The game does not use AI to generate any content at runtime.
Ratiator is made by a small independent studio, and generative AI is one of the tools that lets a tiny team build a world this big. Every piece of AI-assisted content was directed, selected and refined by us to match our own art direction and design.
Artwork: backgrounds, UI elements, event illustrations, icons and key art were created with AI image tools from our concepts and art direction, then curated, edited and assembled by hand.
3D models: our rats and their household-junk weapons and armour started as AI-generated 3D models built from our concept art. We then rigged, fitted, animated and tuned them with our own tools, so every rat moves and fights the way we designed it.
Animation: a few short cinematic clips and the living light in some backgrounds (flickering lanterns, flowing water) were made with AI video tools and blended into our original paintings.
Writing: story and event texts were drafted with the help of an AI writing assistant, then edited and shaped by us to fit the world and its humour.
Nothing in the game is generated by AI while you play. Every fight, rat and story event is driven by the game's own systems, and no player data is sent to any AI service.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
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.
Some promotional artwork on this store page was created using generative AI tools. All in-game assets (characters, environments, effects) are original or licensed third-party content.
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime.
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime.