Public Steam disclosure research25,999 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.
Generative artificial intelligence was used to create and improve the game's main logo and some marketing materials (store capsules). All other game content, including models, animations, and code, was developed using traditional methods.
Certain visual assets, including the game’s logo and box art, were created with the assistance of AI tools and may have been further refined or edited by the developer
Generative AI was used to assist in the creation of visual assets, such as textures and UI backgrounds. Additionally, in-game text was refined and localized with the help of AI to ensure grammatical accuracy and a natural flow in English
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Empetiti: Quest for the Pinnacle uses generative AI as part of the production pipeline for selected images and voice-over/audio assets appearing in the game and some promotional materials. These assets are reviewed and refined by the development team before being published. The game does not use live-generated AI during gameplay.
THE GAME IS CONSTANTLY BEING REWORKED TO FURTHER MINIMISE THE USE OF AI-GENERATED IMAGES AND VOICES.
Generative AI was used to assist in the creation of certain pre-rendered store assets and promotional images for the Steam store page. No generative AI is used during gameplay, and the game does not rely on live AI-generated content.
Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created.
We use AI to improve our work in all spheres of the game. We generate images where appropriate and enhance them where it makes the game better. AI helps us with animations and in-between frames in cutscenes, and also assists in writing music
Some store and library marketing images were created with AI-assisted image generation. The game’s code, gameplay systems, balancing, ship behavior, upgrade systems, and implementation were developed by the developer.
Non-majorists are using Generative AI in everything from coding, images, audio, etc. to create games with just planning. At least it's a lot better than what I do myself.
Some visual assets and artwork in this game were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer.
All final content has been reviewed and adjusted to ensure consistency, quality, and compliance with Steam guidelines.
This game uses pre-generated AI-assisted artwork for fictional wrestling logos and selected Steam store/marketing assets. These assets were created as fictional branding for the game and reviewed/edited by the developer before use.
The game does not use live generative AI during gameplay.
Portions of the artwork in this game were created using AI-assisted tools and subsequently edited, curated, and integrated by the developer. The game's overall artistic direction, visual design, and asset integration remain the work of the human developer.
This game uses pre-generated AI images for card artwork and
character sprites, created with Stable Diffusion. No AI is used
to generate content during gameplay.
Generative AI was used in a limited capacity to create initial drafts for certain visual assets, including some pre-rendered artwork and cutscene materials. These assets were then manually retouched, revised, and finalized by the development team.
For some cutscenes, AI-assisted video tools were also used to help animate pre-made visual materials.
AI is not used for real-time content generation, gameplay systems, or story generation.
All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency.
This game made auxiliary use of pre-generated AI tools during solo development to improve efficiency in areas such as programming code scripts, game system data structure design, draft text writing, and the creation of certain UI icons (such as trait nodes). All AI-assisted content in the game—including code, graphic assets, and text—was thoroughly reviewed, revised, and reworked by the developer to align with the game's intended direction. This game does not include live-generated AI content that is created through real-time interaction with players.
Some store and promotional artwork for Nothing Remains has been created or enhanced using AI-assisted tools. All gameplay systems, mechanics, and in-game content are fully original and developed without the use of generative AI.
This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game.
Sector Scavengers was built almost 100% using AI agents and tools. Makko.ai created the game art, animations, and game code/logic, and the trailers were made with a combination of Grok and 11 Labs.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer.
No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted.
This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools.
Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load.
I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time.
What wasn't made with AI:
The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part).
What is heavily AI-generated:
Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game.
Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping).
Some content in this game was created with the assistance of generative AI tools. This includes parts of the intro cinematic, background music, and a small number of visual assets. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure quality and consistency with the overall game experience.
Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.
Generative artificial intelligence was used to create and improve the game's main logo and some marketing materials (store capsules). All other game content, including models, animations, and code, was developed using traditional methods.
Certain visual assets, including the game’s logo and box art, were created with the assistance of AI tools and may have been further refined or edited by the developer
Generative AI was used to assist in the creation of visual assets, such as textures and UI backgrounds. Additionally, in-game text was refined and localized with the help of AI to ensure grammatical accuracy and a natural flow in English
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Empetiti: Quest for the Pinnacle uses generative AI as part of the production pipeline for selected images and voice-over/audio assets appearing in the game and some promotional materials. These assets are reviewed and refined by the development team before being published. The game does not use live-generated AI during gameplay.
THE GAME IS CONSTANTLY BEING REWORKED TO FURTHER MINIMISE THE USE OF AI-GENERATED IMAGES AND VOICES.
Generative AI was used to assist in the creation of certain pre-rendered store assets and promotional images for the Steam store page. No generative AI is used during gameplay, and the game does not rely on live AI-generated content.
Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created.
We use AI to improve our work in all spheres of the game. We generate images where appropriate and enhance them where it makes the game better. AI helps us with animations and in-between frames in cutscenes, and also assists in writing music
Some store and library marketing images were created with AI-assisted image generation. The game’s code, gameplay systems, balancing, ship behavior, upgrade systems, and implementation were developed by the developer.
Non-majorists are using Generative AI in everything from coding, images, audio, etc. to create games with just planning. At least it's a lot better than what I do myself.
Some visual assets and artwork in this game were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer.
All final content has been reviewed and adjusted to ensure consistency, quality, and compliance with Steam guidelines.
This game uses pre-generated AI-assisted artwork for fictional wrestling logos and selected Steam store/marketing assets. These assets were created as fictional branding for the game and reviewed/edited by the developer before use.
The game does not use live generative AI during gameplay.
Portions of the artwork in this game were created using AI-assisted tools and subsequently edited, curated, and integrated by the developer. The game's overall artistic direction, visual design, and asset integration remain the work of the human developer.
This game uses pre-generated AI images for card artwork and
character sprites, created with Stable Diffusion. No AI is used
to generate content during gameplay.
Generative AI was used in a limited capacity to create initial drafts for certain visual assets, including some pre-rendered artwork and cutscene materials. These assets were then manually retouched, revised, and finalized by the development team.
For some cutscenes, AI-assisted video tools were also used to help animate pre-made visual materials.
AI is not used for real-time content generation, gameplay systems, or story generation.
All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency.
This game made auxiliary use of pre-generated AI tools during solo development to improve efficiency in areas such as programming code scripts, game system data structure design, draft text writing, and the creation of certain UI icons (such as trait nodes). All AI-assisted content in the game—including code, graphic assets, and text—was thoroughly reviewed, revised, and reworked by the developer to align with the game's intended direction. This game does not include live-generated AI content that is created through real-time interaction with players.
Some store and promotional artwork for Nothing Remains has been created or enhanced using AI-assisted tools. All gameplay systems, mechanics, and in-game content are fully original and developed without the use of generative AI.
This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game.
Sector Scavengers was built almost 100% using AI agents and tools. Makko.ai created the game art, animations, and game code/logic, and the trailers were made with a combination of Grok and 11 Labs.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer.
No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted.
This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools.
Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load.
I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time.
What wasn't made with AI:
The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part).
What is heavily AI-generated:
Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game.
Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping).
Some content in this game was created with the assistance of generative AI tools. This includes parts of the intro cinematic, background music, and a small number of visual assets. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure quality and consistency with the overall game experience.
Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.