Public Steam disclosure research25,376 disclosures tracked
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Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer.
The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made.
Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay.
Generative AI was used to assist in the creation of promotional images and some graphical assets, as well as to assist with the localization of in-game text and the Steam store page. The game does not use generative AI during gameplay.
ColdBurn contains certain artwork and visual assets created with the assistance of generative artificial intelligence tools. Generative AI was used during development to help create and refine selected game artwork, In-Game and Store Page Translations, as well as certain promotional and marketing visuals.
All AI-assisted assets were reviewed, selected, and incorporated into the game by the developer. Generative AI is not used to generate new content dynamically during gameplay.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
Generative AI tools were used to create the 3D models, images, voices, sound effects, music, dialogue and translations, and to help write the code. Every element was chosen, edited and put together by the developer. Nothing is generated by AI while you play.
This product includes some visual assets and background music generated using AI during development. Some visual assets provide illustrative fills for missing celestial surface data or artistic representations and do not represent actual observations. No generative AI content is generated during gameplay.
Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime.
Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played.
The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses.
Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one.
The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI.
I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward.
Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development.
The following content in Nova Warp was created with the help of generative AI tools during development (pre-generated):• Music - created with Suno• Sound effects - created with ElevenLabs• Visual assets (in-game and store/marketing images) – created with FLUX.2 [klein] (Black Forest Labs)All AI-generated assets were reviewed by the developer. Nova Warp does not use any live or real-time AI generation during gameplay.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development.
During development, we used generative AI image tools to produce base images for some of our 2D art assets. Our artist then worked on them to create the final assets in the game and on the store page.
This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use.
AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques.
The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators.
Some NPC portraits and player character face options in Starminer were created with the assistance of generative AI image tools during development. Generative AI was also used to help generate some informational dialogue, help texts, and tooltips. All AI-generated assets and text were reviewed, curated, and edited by our team before being integrated into the final build. No generative AI is used at runtime. All content shipped in the game is static and pre-authored.
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer.
The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made.
Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay.
Generative AI was used to assist in the creation of promotional images and some graphical assets, as well as to assist with the localization of in-game text and the Steam store page. The game does not use generative AI during gameplay.
ColdBurn contains certain artwork and visual assets created with the assistance of generative artificial intelligence tools. Generative AI was used during development to help create and refine selected game artwork, In-Game and Store Page Translations, as well as certain promotional and marketing visuals.
All AI-assisted assets were reviewed, selected, and incorporated into the game by the developer. Generative AI is not used to generate new content dynamically during gameplay.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
Generative AI tools were used to create the 3D models, images, voices, sound effects, music, dialogue and translations, and to help write the code. Every element was chosen, edited and put together by the developer. Nothing is generated by AI while you play.
This product includes some visual assets and background music generated using AI during development. Some visual assets provide illustrative fills for missing celestial surface data or artistic representations and do not represent actual observations. No generative AI content is generated during gameplay.
Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime.
Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played.
The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses.
Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one.
The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI.
I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward.
Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development.
The following content in Nova Warp was created with the help of generative AI tools during development (pre-generated):• Music - created with Suno• Sound effects - created with ElevenLabs• Visual assets (in-game and store/marketing images) – created with FLUX.2 [klein] (Black Forest Labs)All AI-generated assets were reviewed by the developer. Nova Warp does not use any live or real-time AI generation during gameplay.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
Generative AI was used to assist with the creation of code-based 3D geometry built in Three.js, as well as some sound assets included in the game. These assets are reviewed, adjusted, and integrated by the developer, and may be revised or replaced throughout development.
During development, we used generative AI image tools to produce base images for some of our 2D art assets. Our artist then worked on them to create the final assets in the game and on the store page.
This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use.
AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques.
The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators.
Some NPC portraits and player character face options in Starminer were created with the assistance of generative AI image tools during development. Generative AI was also used to help generate some informational dialogue, help texts, and tooltips. All AI-generated assets and text were reviewed, curated, and edited by our team before being integrated into the final build. No generative AI is used at runtime. All content shipped in the game is static and pre-authored.