Public Steam disclosure research25,380 disclosures tracked
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Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
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.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Some of the game's text, including the clients' letters and notes, and the store page text were drafted with the help of an AI language model and edited by the developer. The artwork comes from the game's own renderer and models, not from image-generating AI, and the music is played by the game's own code. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with some art assets, written content and localization, as well as store and marketing materials. This includes character portraits, cat and scene illustrations, selected textures and UI illustrations, store capsule artwork and promotional illustrations. These materials are generated, selected and integrated as fixed assets before release. The game does not use generative AI during play or generate dialogue, images or audio in real time.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay.
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.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play.
We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
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.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
The developer used generative AI to help write and translate (Japanese to English) the in-game and store page text. All text was reviewed and edited by the developer. No graphics, sound or music in the game are AI-generated, and no content is generated by AI while playing.
Generative AI was used only as a supporting tool, for language translation and for UI support. Only one in-game object was created with AI: the statue in the middle of the shop. Everything else was produced by our team.
Generative AI was used during development to help create visual assets, including textures and 3D models, as well as music, in-game text, including fictional film titles and catalog descriptions, and translations. AI tools were also used to create store and promotional artwork. All such content was created 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 some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service.
All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI.
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
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.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.
Generative AI was used only for localization. As a solo developer, I used AI tools to translate the game's text into other languages, which would not have been possible for me otherwise. All artwork, audio, and gameplay content were created without generative AI.
This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
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.
Pre-generated content: Many 3D models and textures used in the game, including cakes, fruit, items, tools, and environmental/shop assets, were generated using Meshy AI and then edited and integrated by the developer. Generative AI was also used to assist in drafting some store-page text, which was reviewed and edited by the developer. No generative AI is used at runtime. No AI-generated voice or music is used.
Some of the art in Planet Pilot was made with generative AI tools during development, then selected, edited and fitted into the game by the developer. This covers the store and key art, many 2D illustrations (mission briefing, Legends, ace, medal and loading pictures, hangar plane pictures, emblems and some painted ground textures), the picture thumbnails in the landmarks list, and the high-detail 3D models of more than 40 landmarks. The game's translations were made with AI tools and reviewed by the developer. In the trailers, the opening 30 seconds of the cinematic trailer and the trailer music and sound effects were made with AI tools. The world, aircraft, flight model and gameplay were built by the developer. Nothing in the game is generated by AI while you play.
Some of the game's text, including the clients' letters and notes, and the store page text were drafted with the help of an AI language model and edited by the developer. The artwork comes from the game's own renderer and models, not from image-generating AI, and the music is played by the game's own code. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with some art assets, written content and localization, as well as store and marketing materials. This includes character portraits, cat and scene illustrations, selected textures and UI illustrations, store capsule artwork and promotional illustrations. These materials are generated, selected and integrated as fixed assets before release. The game does not use generative AI during play or generate dialogue, images or audio in real time.
Some art assets (the board game box covers, in-game posters and the game logo) and the background music were created with the help of generative AI tools, then selected and refined by our small team. Everything else, from the shop itself to the gameplay, was built by hand. No AI content is generated during gameplay.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay.
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.
AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play.
We are a team of 3 developers and everything you see in the game including 3D models, textures, and environments were crafted entirely by human hands. We used Generative AI for store capsule images, translations, and the soundtrack.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
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.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
The developer used generative AI to help write and translate (Japanese to English) the in-game and store page text. All text was reviewed and edited by the developer. No graphics, sound or music in the game are AI-generated, and no content is generated by AI while playing.
Generative AI was used only as a supporting tool, for language translation and for UI support. Only one in-game object was created with AI: the statue in the middle of the shop. Everything else was produced by our team.
Generative AI was used during development to help create visual assets, including textures and 3D models, as well as music, in-game text, including fictional film titles and catalog descriptions, and translations. AI tools were also used to create store and promotional artwork. All such content was created 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 some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service.
All card artwork, graphics and game design were created by the developer. AI tools were used to translate the in-game text and the store page into Spanish, French, German, Portuguese (Brazil). The trailer, GIFs and store capsules were edited with AI assistance, using only the developer's own artwork and real gameplay footage. The game does not generate any content with AI while it is running. Singleplayer opponents are traditional rule-based bots, not generative AI.
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
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.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release.