Public Steam disclosure research25,376 disclosures tracked
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Missing or unclear statements cannot establish whether a game uses AI.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running.
Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play.
Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
Text content (both language editions and the store page) and graphics were created with the assistance of generative AI (Claude by Anthropic) and reviewed and approved by the developer. Sound effects are taken from a free online sound library (CC0 and CC BY) and are not AI-generated. The game does not generate any content with AI while running.
The store texts and parts of the game's content, such as text and some 3D models, were made with the help of generative AI and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Some voices, music, sound effects, 3D models, images, text, translations and code were made with AI tools and then edited by the developer. Nothing is generated by AI while you play.
Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service.
Game source code, videos, images, and music in some parts of the game are initially generated using generative AI and then manually edited and refined.
Nuclear Kitty Games is a human-led studio whose team brings 15 years of professional game-development experience. We use AI and large language models (LLMs) to support development and content creation, improve our workflows and speed up iteration. Our developers direct the design and development of every game, and review and integrate the final content. We are game makers and players who care about the games we create.
Some content included in this game and its promotional materials was created with generative AI assistance. No content is AI-generated during gameplay.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs.
Generative AI was used during development to assist in creating some 2D art/UI assets and Steam store promotional materials. All related content was reviewed and adjusted by the developer.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
AI-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay.
This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer.
All the Localization, voiceovers/music, and many of the in-game textures were generated using AI.
The store page trailer and images are rendered inside the game itself, so indirectly they also contains those AI generated textures.
A note on why.
RaviWar 1 is the first part of a story that takes eight games to tell: RaviWar 1 & 2, and six shorter games set inside the same universe, under the name Tales of Takarek.
I am one person, with no studio and no funding behind me. Built the traditional way, a project that size would outlast me. These tools are the only way I can attempt it at all, and I would rather finish the whole story imperfectly than finish a fraction of it perfectly.
It is also why this game is free. I am not asking anyone to pay for AI generated work.
The design, the writing, the puzzles and the world are mine. As the project grows I intend to replace generated assets with commissioned ones.
Once again I am sorry.
In-game icons and background assets were generated with AI and then manually adjusted
Promotional images and promotional videos were generated with AI and then manually adjusted
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Some visual and art assets in the game were created with the assistance of generative AI, combined with live-action materials and human-created artwork and editing.
Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play.
Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play.
AI generation tools were used to construct raw background components and draft initial concept layers. All final assets, character sprites, and visual interfaces were manually fixed, edited, and assembled by human artists.
This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets.
All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime.
All textual copy, dialogue, and scripts in this game are entirely handcrafted and written by the developer without the use of AI. The background music and sound effects are licensed from Pixabay under commercial-use terms. Generative AI (Leonardo.ai) was utilized strictly to pre-generate initial CG illustrations and concept art, which were subsequently edited and refined manually by the developer before being built into the game.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
The game uses generative AI to create molecular structures during gameplay. Molecules are procedurally generated by a generative AI model embedded locally within the game and operating as part of the game’s molecular design system.
The in-game generative AI system is used exclusively for molecular structure generation and does not generate dialogue, artwork, music, or other narrative content during gameplay.
During development, generative AI tools were used to assist with artwork preparation, text polishing, and UI code development.
A message from The Narrator:
“The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay
Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay.
During development, placeholder music has been created using AI. This music is being used temporarily during development and I plan on dedicating time into producing my own music when the games main mechanics are complete.
Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
The images in this game (in-game assets and store artwork) were created with image-generation AI, then selected and edited by a human. The original draft of the scenario and dialogue was written with Google Gemini, and the implementation and dialogue revisions were done with Claude Code (Anthropic). All of it was supervised and tested by a human. No content is generated by AI while the game is running.
Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play.
Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
Text content (both language editions and the store page) and graphics were created with the assistance of generative AI (Claude by Anthropic) and reviewed and approved by the developer. Sound effects are taken from a free online sound library (CC0 and CC BY) and are not AI-generated. The game does not generate any content with AI while running.
The store texts and parts of the game's content, such as text and some 3D models, were made with the help of generative AI and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Some voices, music, sound effects, 3D models, images, text, translations and code were made with AI tools and then edited by the developer. Nothing is generated by AI while you play.
Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service.
Game source code, videos, images, and music in some parts of the game are initially generated using generative AI and then manually edited and refined.
Nuclear Kitty Games is a human-led studio whose team brings 15 years of professional game-development experience. We use AI and large language models (LLMs) to support development and content creation, improve our workflows and speed up iteration. Our developers direct the design and development of every game, and review and integrate the final content. We are game makers and players who care about the games we create.
Some content included in this game and its promotional materials was created with generative AI assistance. No content is AI-generated during gameplay.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs.
Generative AI was used during development to assist in creating some 2D art/UI assets and Steam store promotional materials. All related content was reviewed and adjusted by the developer.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
AI-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay.
This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer.
All the Localization, voiceovers/music, and many of the in-game textures were generated using AI.
The store page trailer and images are rendered inside the game itself, so indirectly they also contains those AI generated textures.
A note on why.
RaviWar 1 is the first part of a story that takes eight games to tell: RaviWar 1 & 2, and six shorter games set inside the same universe, under the name Tales of Takarek.
I am one person, with no studio and no funding behind me. Built the traditional way, a project that size would outlast me. These tools are the only way I can attempt it at all, and I would rather finish the whole story imperfectly than finish a fraction of it perfectly.
It is also why this game is free. I am not asking anyone to pay for AI generated work.
The design, the writing, the puzzles and the world are mine. As the project grows I intend to replace generated assets with commissioned ones.
Once again I am sorry.
In-game icons and background assets were generated with AI and then manually adjusted
Promotional images and promotional videos were generated with AI and then manually adjusted
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Some visual and art assets in the game were created with the assistance of generative AI, combined with live-action materials and human-created artwork and editing.
Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play.
Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play.
AI generation tools were used to construct raw background components and draft initial concept layers. All final assets, character sprites, and visual interfaces were manually fixed, edited, and assembled by human artists.
This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets.
All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime.
All textual copy, dialogue, and scripts in this game are entirely handcrafted and written by the developer without the use of AI. The background music and sound effects are licensed from Pixabay under commercial-use terms. Generative AI (Leonardo.ai) was utilized strictly to pre-generate initial CG illustrations and concept art, which were subsequently edited and refined manually by the developer before being built into the game.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
The game uses generative AI to create molecular structures during gameplay. Molecules are procedurally generated by a generative AI model embedded locally within the game and operating as part of the game’s molecular design system.
The in-game generative AI system is used exclusively for molecular structure generation and does not generate dialogue, artwork, music, or other narrative content during gameplay.
During development, generative AI tools were used to assist with artwork preparation, text polishing, and UI code development.
A message from The Narrator:
“The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay
Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay.
During development, placeholder music has been created using AI. This music is being used temporarily during development and I plan on dedicating time into producing my own music when the games main mechanics are complete.
Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game.