Public Steam disclosure research25,376 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.
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 to assist with the creation and refinement of some pre-generated sound effects, 3D assets, 2D images, voice lines, and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
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 of the card illustrations, title art, UI elements, and character voices in this game, as well as the store capsule images, library artwork, and other promotional images, were created with generative AI, then selected and adjusted by the developer. The English text is based on AI translation and has been reviewed by the developer.
As an optional feature, players can connect their own Claude (Anthropic's AI assistant) through a Claude Desktop extension to play against it or watch it play against the CPU. Claude's lines shown in the game are written by the player's own Claude; the game itself does not generate text or communicate with any AI service.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Everything is AI Assisted
only thing that isn't AI Assisted is the Soundtrack, If i release the Soundtracks on Steam they made by my Friends Imogen and Orlando.
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.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation.
Some of the game's artwork (cards, bosses, mascot, icons) and music were initially created with generative AI tools, then reworked, edited and integrated by the developer. All code, game design, writing and balancing were made by the developer. No content is generated by AI while the game is running.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
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.
Some character avatars, application icons, store and library artwork, and fixed character voice lines were created with generative AI. The launch version uses local gameplay AI and prerecorded voice clips; it does not generate content during play or connect to external AI services.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
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.
I enjoy code and music, yet I am terrible at art.
Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay.
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.
The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
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.
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 tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
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.
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 to assist with the creation and refinement of some pre-generated sound effects, 3D assets, 2D images, voice lines, and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
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 of the card illustrations, title art, UI elements, and character voices in this game, as well as the store capsule images, library artwork, and other promotional images, were created with generative AI, then selected and adjusted by the developer. The English text is based on AI translation and has been reviewed by the developer.
As an optional feature, players can connect their own Claude (Anthropic's AI assistant) through a Claude Desktop extension to play against it or watch it play against the CPU. Claude's lines shown in the game are written by the player's own Claude; the game itself does not generate text or communicate with any AI service.
Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Everything is AI Assisted
only thing that isn't AI Assisted is the Soundtrack, If i release the Soundtracks on Steam they made by my Friends Imogen and Orlando.
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.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation.
Some of the game's artwork (cards, bosses, mascot, icons) and music were initially created with generative AI tools, then reworked, edited and integrated by the developer. All code, game design, writing and balancing were made by the developer. No content is generated by AI while the game is running.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
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.
Some character avatars, application icons, store and library artwork, and fixed character voice lines were created with generative AI. The launch version uses local gameplay AI and prerecorded voice clips; it does not generate content during play or connect to external AI services.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
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.
I enjoy code and music, yet I am terrible at art.
Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay.
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.
The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
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.
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 tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.