Public Steam disclosure research25,706 disclosures tracked
Where do games disclose AI use?
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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 AI was used to assist with the composition of some concept artwork, a small number of promotional video shots, and multilingual localization. All related content was reviewed, edited, and finally approved by the development team before use.
AI was used for some store Art, random game Events, as well as assistance when coding. All artwork in game was created by artist, and all AI artwork in the store we plan to replace. Some to Half of the AI Random events will stay. We will continue to use AI to speed up development, but are also striving for the best quality on release.
This game includes limited use of generative artificial intelligence in the creation of certain visual and audio assets. These AI-assisted elements were used to support the development process and are integrated alongside original, human-created content. All assets have been reviewed and curated to ensure they meet the quality and artistic standards of the game.
As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects.
It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me.
Thank you for supporting indie development!
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team.
Generative AI was used as part of the development process to assist with the creation of some visual and audio assets. AI-generated outputs are reviewed, selected, edited and integrated by the developer to fit the game's visual and creative direction. Flow Foundry does not use generative AI to create content live during gameplay.
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Pre-generated key art, store and marketing artwork, and two music loops were created with generative AI tools, then selected, edited, and reviewed by the developer. Gameplay rules, code, interface text, and player actions are authored and deterministic. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay.
The current build's interface, icons, unit and terrain graphics are AI-generated placeholder art. The map's underlying terrain layout was AI-generated; the map's painted artwork is hand-made in Inkarnate using licensed Inkarnate assets, and this map artwork also appears in the store's capsule images and screenshots. Interface text was AI-written and reviewed by the developer. The game contains no AI-generated music, audio, dialogue or narrative content, and no AI-generated content is created at runtime.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers.
No generative AI runs at runtime. Players never receive AI-generated content while playing.
This game includes assets that were created ahead of time with AI tools:
- 27 character 3D models (24 pilots, 3 national commanders) - multi-view images made with AI image generation, then turned into meshes with an image-to-3D tool
- 27 character portraits rendered from those 3D models
- 2D artwork for the nations, such as the emblems - AI image generation
- part of the HUD and UI texture set - AI image generation
- the cutaway diagrams on the briefing screen - AI image generation
Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models of the fighters, carriers, turrets, machine leviathans and asteroids are procedurally generated by program, and the stages, effects and all game logic were produced by scripts and by hand.
Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually.
Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets.
Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
AI was used only as a tool to speed things up.
Voice acting was done by professionals (including me).
SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process.
All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind.
Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service.
Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
Generative AI tools were used during development of this game.
2D art, including character illustrations and in-game documents and photographs, was created with image generation tools, then edited and composed by hand.
Some 3D props and environment models were created with a model generation service, then adjusted for the game.
Background music was created with a music generation service. Sound effects are not generated; they are openly licensed recordings that we processed ourselves.
AI coding tools assisted with writing and reviewing code. All final decisions and edits are made by the developer.
Every generated asset was selected and reworked by a person before it went into the game.
Generative AI was used to assist with the composition of some concept artwork, a small number of promotional video shots, and multilingual localization. All related content was reviewed, edited, and finally approved by the development team before use.
AI was used for some store Art, random game Events, as well as assistance when coding. All artwork in game was created by artist, and all AI artwork in the store we plan to replace. Some to Half of the AI Random events will stay. We will continue to use AI to speed up development, but are also striving for the best quality on release.
This game includes limited use of generative artificial intelligence in the creation of certain visual and audio assets. These AI-assisted elements were used to support the development process and are integrated alongside original, human-created content. All assets have been reviewed and curated to ensure they meet the quality and artistic standards of the game.
As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects.
It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me.
Thank you for supporting indie development!
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team.
Generative AI was used as part of the development process to assist with the creation of some visual and audio assets. AI-generated outputs are reviewed, selected, edited and integrated by the developer to fit the game's visual and creative direction. Flow Foundry does not use generative AI to create content live during gameplay.
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Pre-generated key art, store and marketing artwork, and two music loops were created with generative AI tools, then selected, edited, and reviewed by the developer. Gameplay rules, code, interface text, and player actions are authored and deterministic. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay.
The current build's interface, icons, unit and terrain graphics are AI-generated placeholder art. The map's underlying terrain layout was AI-generated; the map's painted artwork is hand-made in Inkarnate using licensed Inkarnate assets, and this map artwork also appears in the store's capsule images and screenshots. Interface text was AI-written and reviewed by the developer. The game contains no AI-generated music, audio, dialogue or narrative content, and no AI-generated content is created at runtime.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers.
No generative AI runs at runtime. Players never receive AI-generated content while playing.
This game includes assets that were created ahead of time with AI tools:
- 27 character 3D models (24 pilots, 3 national commanders) - multi-view images made with AI image generation, then turned into meshes with an image-to-3D tool
- 27 character portraits rendered from those 3D models
- 2D artwork for the nations, such as the emblems - AI image generation
- part of the HUD and UI texture set - AI image generation
- the cutaway diagrams on the briefing screen - AI image generation
Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models of the fighters, carriers, turrets, machine leviathans and asteroids are procedurally generated by program, and the stages, effects and all game logic were produced by scripts and by hand.
Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually.
Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets.
Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
AI was used only as a tool to speed things up.
Voice acting was done by professionals (including me).
SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process.
All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind.
Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service.
Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
Generative AI tools were used during development of this game.
2D art, including character illustrations and in-game documents and photographs, was created with image generation tools, then edited and composed by hand.
Some 3D props and environment models were created with a model generation service, then adjusted for the game.
Background music was created with a music generation service. Sound effects are not generated; they are openly licensed recordings that we processed ourselves.
AI coding tools assisted with writing and reviewing code. All final decisions and edits are made by the developer.
Every generated asset was selected and reworked by a person before it went into the game.