Public Steam disclosure research25,710 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.
This game was developed with the assistance of generative AI tools for certain content, including:
Some visual art assets (images/textures)
Some narrative and story text
Programming assistance
All AI-generated content has been reviewed, edited, and integrated by the developer to ensure final quality and stylistic consistency.
All in-game video footage (including characters, scenes, cutscenes,music) is generated using AI tools.
Dialogue writing, choice design, stat system, UI design, programming are hand-crafted by the development team.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
Some of Lanternfall's visual assets were produced with the help of AI tools. Concept art, 3D character and prop models, and character rigging and animation were generated with AI and then edited, corrected, lit, rendered and integrated by hand by the developer. Level backgrounds are hand-composed 3D scenes rendered offline. All shipped content is reviewed, adjusted and owned by EverLabs Software Ltd. No generative AI runs at runtime; nothing is generated live during play.
Generative AI tools were used during development to assist with programming and some UI design. The game's overall creative direction, artwork, 3D environments, world design, and curation were created and directed by the developer.
Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service.
Some images and sound effects were created or assisted by generative AI and were reviewed, edited, and integrated into the game by the developer. No real-time generative AI is used during gameplay.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Generative AI tools were used during the development of Only Up: 2D Platformer to create and assist with certain game content. This includes portions of the game's code, some visual assets, the soundtrack, and additional localization content.
The visual assets in SoulTamer — 3D models, textures, icons, and effects — were produced
during development by procedural generation scripts (Blender/Python) authored with AI
assistance. Monster names, in-game text, the English localization, and this store page were
also written with AI assistance, then reviewed and adjusted by the developer.
No AI runs while you play. All content is generated ahead of time and ships as fixed assets.
Generative AI tools were used during development to help create and refine pre generated visual assets, text and localization, and code. All AI-assisted material included in the game was reviewed and integrated by the developer, with further editing where needed. The game does not use live generative AI and does not generate content during gameplay.
Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface).
Generative AI tools were used during development to assist with portions of the game’s code, environmental design, visual assets, and promotional artwork. All AI-assisted content was reviewed, edited, and integrated by the developer. Splatastrophe does not generate AI content during gameplay and does not send player data to generative AI services.
AI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery.
AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets.
Generative AI tools were used during development to assist with the creation and refinement of some pre-generated visual artwork and marketing assets. All AI-assisted content was reviewed, edited, and integrated by the developer. Ancient Duel does not generate AI content during gameplay.
Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play.
Some elements of this game were created using generative AI tools: part of the visual assets (including the logo), the music, and part of the translations. No generative AI is used during gameplay.
Some of the artwork in this game was created with the help of generative AI (Google Gemini). All AI-generated assets are pre-rendered and shipped with the game; no content is generated in real time during gameplay.
Generative AI tools were used during development to create the game's visual art assets, including character images and animation/video assets. All AI-assisted content is pre-generated before release and included in the game. The game does not use generative AI to create content during gameplay.
Some of the 2D images in SplatStick were created with the help of generative AI tools and then edited by hand. Parts of the source code and the in-game interface text were written with the help of an AI coding assistant.
Everything else is made by people: sound effects, particle effects and fonts come from licensed third-party asset packs.
The game does not use generative AI while you play. Nothing is generated at runtime.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional and store-page materials, and localization/text. All AI-assisted content was reviewed, edited, curated, and approved by the developer before inclusion. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some in game and promotional visual assets were created using generative AI and then edited and integrated into FrogPop. No content is generated by AI during gameplay.
Selected visual assets and music tracks were created using generative AI tools as part of the production process. All AI-generated material was reviewed, curated, and integrated by the developer to ensure consistency with the game’s creative direction. No AI-generated content is produced during gameplay.
During development, Ember Kingdom used generative AI to assist in creating some pre-generated game art assets, including backgrounds, UI icons, character and monster images, visual effects, and branding artwork. All assets were manually reviewed, edited, and integrated before being added to the game, and are included with the game as fixed files.
The game does not connect to any generative AI services during gameplay, nor does it generate text, images, sound effects, characters, or other content in real time based on player input. All journeys, events, and combat outcomes in the game are determined by pre-designed data and game rules.
The background art, character art, and music in this game were created with the assistance of generative AI tools. The story and narrative text were written by humans.
This game’s art, music, and localization were created with the assistance of generative AI during production. All related content was pre-generated during development, then selected and integrated by the developer. No generative AI services are called during gameplay, and no AI content is generated in real time.
Background artwork and enemy character art in this game were created with the assistance of AI image-generation tools, then curated and refined by the developer. All AI-assisted content is pre-rendered during development — nothing is generated live during gameplay. Story, dialogue, and game design are entirely human-authored.
Draftfall uses pre-generated generative AI content created during development. Most 2D visual assets—including character artwork, sprites, backgrounds, card illustrations and story panels—were created with AI assistance, along with portions of the narrative and gameplay text. All content was reviewed, edited and integrated by the developer. Draftfall does not generate AI content during gameplay or connect to generative AI services while running.
Our visual development workflow uses generative AI to create parts of graphical elements and textures. Every AI-assisted visual asset is reviewed, edited and polished by our team to maintain a consistent visual standard across the game.
Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated.
Generative AI tools were used during development to assist with programming, localization, and the creation and editing of some promotional artwork. AI-assisted content was reviewed and adjusted by the developer. The game does not generate content during gameplay.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Part of the game's art illustrations and promotional materials are assisted by generative AI. All AI-generated assets have been manually reviewed, edited and verified for compliance, with no infringing or illegal content.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.
This game was developed with the assistance of generative AI tools for certain content, including:
Some visual art assets (images/textures)
Some narrative and story text
Programming assistance
All AI-generated content has been reviewed, edited, and integrated by the developer to ensure final quality and stylistic consistency.
All in-game video footage (including characters, scenes, cutscenes,music) is generated using AI tools.
Dialogue writing, choice design, stat system, UI design, programming are hand-crafted by the development team.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
Some of Lanternfall's visual assets were produced with the help of AI tools. Concept art, 3D character and prop models, and character rigging and animation were generated with AI and then edited, corrected, lit, rendered and integrated by hand by the developer. Level backgrounds are hand-composed 3D scenes rendered offline. All shipped content is reviewed, adjusted and owned by EverLabs Software Ltd. No generative AI runs at runtime; nothing is generated live during play.
Generative AI tools were used during development to assist with programming and some UI design. The game's overall creative direction, artwork, 3D environments, world design, and curation were created and directed by the developer.
Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service.
Some images and sound effects were created or assisted by generative AI and were reviewed, edited, and integrated into the game by the developer. No real-time generative AI is used during gameplay.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Generative AI tools were used during the development of Only Up: 2D Platformer to create and assist with certain game content. This includes portions of the game's code, some visual assets, the soundtrack, and additional localization content.
The visual assets in SoulTamer — 3D models, textures, icons, and effects — were produced
during development by procedural generation scripts (Blender/Python) authored with AI
assistance. Monster names, in-game text, the English localization, and this store page were
also written with AI assistance, then reviewed and adjusted by the developer.
No AI runs while you play. All content is generated ahead of time and ships as fixed assets.
Generative AI tools were used during development to help create and refine pre generated visual assets, text and localization, and code. All AI-assisted material included in the game was reviewed and integrated by the developer, with further editing where needed. The game does not use live generative AI and does not generate content during gameplay.
Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface).
Generative AI tools were used during development to assist with portions of the game’s code, environmental design, visual assets, and promotional artwork. All AI-assisted content was reviewed, edited, and integrated by the developer. Splatastrophe does not generate AI content during gameplay and does not send player data to generative AI services.
AI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery.
AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets.
Generative AI tools were used during development to assist with the creation and refinement of some pre-generated visual artwork and marketing assets. All AI-assisted content was reviewed, edited, and integrated by the developer. Ancient Duel does not generate AI content during gameplay.
Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play.
Some elements of this game were created using generative AI tools: part of the visual assets (including the logo), the music, and part of the translations. No generative AI is used during gameplay.
Some of the artwork in this game was created with the help of generative AI (Google Gemini). All AI-generated assets are pre-rendered and shipped with the game; no content is generated in real time during gameplay.
Generative AI tools were used during development to create the game's visual art assets, including character images and animation/video assets. All AI-assisted content is pre-generated before release and included in the game. The game does not use generative AI to create content during gameplay.
Some of the 2D images in SplatStick were created with the help of generative AI tools and then edited by hand. Parts of the source code and the in-game interface text were written with the help of an AI coding assistant.
Everything else is made by people: sound effects, particle effects and fonts come from licensed third-party asset packs.
The game does not use generative AI while you play. Nothing is generated at runtime.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional and store-page materials, and localization/text. All AI-assisted content was reviewed, edited, curated, and approved by the developer before inclusion. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some in game and promotional visual assets were created using generative AI and then edited and integrated into FrogPop. No content is generated by AI during gameplay.
Selected visual assets and music tracks were created using generative AI tools as part of the production process. All AI-generated material was reviewed, curated, and integrated by the developer to ensure consistency with the game’s creative direction. No AI-generated content is produced during gameplay.
During development, Ember Kingdom used generative AI to assist in creating some pre-generated game art assets, including backgrounds, UI icons, character and monster images, visual effects, and branding artwork. All assets were manually reviewed, edited, and integrated before being added to the game, and are included with the game as fixed files.
The game does not connect to any generative AI services during gameplay, nor does it generate text, images, sound effects, characters, or other content in real time based on player input. All journeys, events, and combat outcomes in the game are determined by pre-designed data and game rules.
The background art, character art, and music in this game were created with the assistance of generative AI tools. The story and narrative text were written by humans.
This game’s art, music, and localization were created with the assistance of generative AI during production. All related content was pre-generated during development, then selected and integrated by the developer. No generative AI services are called during gameplay, and no AI content is generated in real time.
Background artwork and enemy character art in this game were created with the assistance of AI image-generation tools, then curated and refined by the developer. All AI-assisted content is pre-rendered during development — nothing is generated live during gameplay. Story, dialogue, and game design are entirely human-authored.
Draftfall uses pre-generated generative AI content created during development. Most 2D visual assets—including character artwork, sprites, backgrounds, card illustrations and story panels—were created with AI assistance, along with portions of the narrative and gameplay text. All content was reviewed, edited and integrated by the developer. Draftfall does not generate AI content during gameplay or connect to generative AI services while running.
Our visual development workflow uses generative AI to create parts of graphical elements and textures. Every AI-assisted visual asset is reviewed, edited and polished by our team to maintain a consistent visual standard across the game.
Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated.
Generative AI tools were used during development to assist with programming, localization, and the creation and editing of some promotional artwork. AI-assisted content was reviewed and adjusted by the developer. The game does not generate content during gameplay.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Part of the game's art illustrations and promotional materials are assisted by generative AI. All AI-generated assets have been manually reviewed, edited and verified for compliance, with no infringing or illegal content.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.