Public Steam disclosure research25,985 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
This index adds cross-game classifications and statistics to
statements published on individual store pages.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
- Soundtrack: Most of the in-game music consists of original, human-composed tracks, utilizing AI tools for upscaling purposes such as mixing and mastering. A few specific tracks were generated using AI, but these were also extensively arranged and edited by a human before inclusion.
- Artwork: Character and background assets were developed using Image-to-Image (i2i) technology based on the developers' initial drafts. All generated drafts underwent comprehensive manual retouching, modification, and final polishing using image editing software.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
Our Production Partners:
- Engineered by Reupped Technologies LLC
- Original Character Design & Creative Direction by Winter Desktops
- Animation Production by Kiran Graphix & 3D Studio
Winter Panda itself is not AI-generated, AI-powered, or AI-assisted gameplay software. The application functionality, desktop companion systems, and behavioural interactions were manually designed and developed.
Some promotional and Steam store marketing materials, including selected artwork and trailers, were partially created or enhanced using generative AI-assisted creative tools.
Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live.
The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components.
Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch
Some image assets and visual resources were created with the assistance of generative AI, then reviewed, edited, and refined by the developer. No live generative AI content is included during gameplay.
AI tools were used to assist with certain visual marketing assets, localized text translations, and music production. All generated content was reviewed, edited, and integrated by the developer before inclusion in the game and store materials.
This game uses generative AI to create and support fictional in-game content, including graphic assets, marketing materials, text, creator names, portraits, and related world-building elements. AI-generated content is used only for fictional game purposes and does not represent real people, companies, or events.
During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
Anchored Protocol uses generative AI throughout its development and gameplay:
• Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping.
• During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different.
We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything
inappropriate, please report it via https://aako.world/support
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
AI tools were used as a support during development.
- Assistance with coding and English localization
- Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted
All final content was reviewed and edited by the developer.
Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game.
The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay.
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style.
AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming.
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality.
- Soundtrack: Most of the in-game music consists of original, human-composed tracks, utilizing AI tools for upscaling purposes such as mixing and mastering. A few specific tracks were generated using AI, but these were also extensively arranged and edited by a human before inclusion.
- Artwork: Character and background assets were developed using Image-to-Image (i2i) technology based on the developers' initial drafts. All generated drafts underwent comprehensive manual retouching, modification, and final polishing using image editing software.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
Our Production Partners:
- Engineered by Reupped Technologies LLC
- Original Character Design & Creative Direction by Winter Desktops
- Animation Production by Kiran Graphix & 3D Studio
Winter Panda itself is not AI-generated, AI-powered, or AI-assisted gameplay software. The application functionality, desktop companion systems, and behavioural interactions were manually designed and developed.
Some promotional and Steam store marketing materials, including selected artwork and trailers, were partially created or enhanced using generative AI-assisted creative tools.
Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live.
The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components.
Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch
Some image assets and visual resources were created with the assistance of generative AI, then reviewed, edited, and refined by the developer. No live generative AI content is included during gameplay.
AI tools were used to assist with certain visual marketing assets, localized text translations, and music production. All generated content was reviewed, edited, and integrated by the developer before inclusion in the game and store materials.
This game uses generative AI to create and support fictional in-game content, including graphic assets, marketing materials, text, creator names, portraits, and related world-building elements. AI-generated content is used only for fictional game purposes and does not represent real people, companies, or events.
During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
Anchored Protocol uses generative AI throughout its development and gameplay:
• Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping.
• During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different.
We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything
inappropriate, please report it via https://aako.world/support
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
AI tools were used as a support during development.
- Assistance with coding and English localization
- Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted
All final content was reviewed and edited by the developer.
Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game.
The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay.
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style.
AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming.
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality.