Public Steam disclosure research25,714 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
I’m a normal guy, and making a game has been a dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.
I'm not a professional game developer or artist. Making my own game had been a dream for years, but I never knew how to turn that dream into reality. Generative AI became the tool that finally made it possible.
With its help, I created many of the game's visual and audio assets, including item, UI, skill, and module icons, character portraits, ships, space stations, backgrounds, the game icon, the Steam store artwork, and some of the sound effects. It also assisted me with programming.
But Star Corsairs is not a game that AI simply generated. Every asset was reviewed, rejected, refined, or replaced until it matched the vision I had in mind. Every gameplay system was designed, tested, and reworked repeatedly until it felt right. The economy, ship balance, pirate AI, combat, and progression were all shaped through countless hours of playtesting and manual iteration. The story, world, and all of the writing were created by me.
Without generative AI, this game would probably never have existed. But without the countless creative decisions, revisions, and work behind every part of it, Star Corsairs wouldn't exist either.
Generative AI tools were used during development to assist with game code, localization, concept development, selected environmental and shop-interior images and textures, and store and marketing artwork. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion. The game does not use generative AI during runtime, and players cannot generate AI content within the game.
Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text
localization into non-English languages is AI-assisted and reviewed by
the developer. A planned voice for one character will use AI speech
generation. All game design, level design, code, gameplay systems, and
the English text are human-made.
Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration.
Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game.
AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result.
Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future.
Generative AI tools were used to create some background assets used within the actual game client. All game assets created this way were pre-generated and fixed by the developer.
Generative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game.
Generative AI tools were used to assist in creating initial visual assets (such as background textures and UI elements). All generated assets have been manually edited, refined, and integrated into the game by the developer.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service.
Generative AI tools were used during development to assist with the creation of selected pre-generated assets, including visual artwork, character assets, music, and sound effects. These tools were used as part of the development workflow, while the game's design, direction, gameplay systems, implementation, level design, and final integration were created and curated by the developer. No generative AI is used to create new content during gameplay.
Some in-game artwork (slot machine cabinet art, icons, and store page marketing images) was created with generative AI tools, then reviewed, selected, and post-processed by the developer. The game does not generate any content in real time.
Pre-generated AI-assisted content is used in some 2D artwork, including unit sprites, character portraits, card illustrations, battlefield backgrounds, visual effects, UI decorative elements, and store and marketing artwork. AI assistance was also used for portions of in-game text and English/Japanese localization. All such content is generated before release and curated and edited by the developer. The game does not generate content during gameplay and does not connect to a generative AI service at runtime.
Generative artwork is used in the creation of part or full of assets that can not be generated by the game engine. AI is used in the drafting of art and writing before it is reviewed and heavily edited.
This game includes pre-generated artwork and music created with the assistance of generative AI. All generated content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development for visual assets, 3D models, audio, and localization. Final assets were selected and integrated by the developer. Generative AI was also used to assist with translations. No AI content is generated during gameplay.
Generative AI was used during development to assist in the creation of certain pre-generated game content, including some in-game visual art assets, the game’s title logo, and promotional materials for the Steam store page. All final content was reviewed, curated, edited, and implemented by the developer. No generative AI is used at runtime, and the game does not generate live AI content for players.
Generative AI was used as an assistive tool in preparing parts of the game’s Steam store presence and marketing materials. This includes some store page artwork and promotional assets, short and long descriptions, store metadata, and localized versions of these materials.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. No content is generated by AI during gameplay.
Generative AI was used during development to create and refine some pre-generated visual assets, including cat character and animation sprites, backgrounds, decorative items, achievement icons, and selected store and marketing artwork. Every generated asset was reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content at runtime and does not connect to external AI services during play.
Some visual assets in this game, including character designs, were initially
generated using AI image tools and subsequently refined and adapted by the developer.
All AI-generated visual assets (character designs, icons, screenshots/trailer materials,
etc.) are being fully replaced with hand-crafted or licensed content.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
Generative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes.
Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator.
The visual art in this game is primarily AI-generated. 3D models, textures, concept art, and UI art, along with the artwork used on this store page, were created with the assistance of generative AI tools, as were the game's sound effects. All AI-assisted assets were reviewed, edited, and approved by our team before use. Our trailers consist of actual in-game footage. The game does not generate any content in real time — there is no live AI generation of dialogue, voice, art, or any other content during gameplay.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
This game was developed with substantial help from generative AI: the pixel art (in-game art, capsules and icons), the code, much of the text, and the translations were produced with AI assistance and then reviewed, refined, and directed by the developer.
The 2D background images in the main menu and the promotional (capsule) designs used on the Steam store page were created with the help of generative AI tools and subsequently edited manually. The characters, battlefields, and in-game pixel art graphics that make up the core game experience are completely outside of this scope.
Generative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay.
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually.
We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded.
All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do.
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI.
I’m a normal guy, and making a game has been a dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.
I'm not a professional game developer or artist. Making my own game had been a dream for years, but I never knew how to turn that dream into reality. Generative AI became the tool that finally made it possible.
With its help, I created many of the game's visual and audio assets, including item, UI, skill, and module icons, character portraits, ships, space stations, backgrounds, the game icon, the Steam store artwork, and some of the sound effects. It also assisted me with programming.
But Star Corsairs is not a game that AI simply generated. Every asset was reviewed, rejected, refined, or replaced until it matched the vision I had in mind. Every gameplay system was designed, tested, and reworked repeatedly until it felt right. The economy, ship balance, pirate AI, combat, and progression were all shaped through countless hours of playtesting and manual iteration. The story, world, and all of the writing were created by me.
Without generative AI, this game would probably never have existed. But without the countless creative decisions, revisions, and work behind every part of it, Star Corsairs wouldn't exist either.
Generative AI tools were used during development to assist with game code, localization, concept development, selected environmental and shop-interior images and textures, and store and marketing artwork. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion. The game does not use generative AI during runtime, and players cannot generate AI content within the game.
Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text
localization into non-English languages is AI-assisted and reviewed by
the developer. A planned voice for one character will use AI speech
generation. All game design, level design, code, gameplay systems, and
the English text are human-made.
Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration.
Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game.
AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result.
Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future.
Generative AI tools were used to create some background assets used within the actual game client. All game assets created this way were pre-generated and fixed by the developer.
Generative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game.
Generative AI tools were used to assist in creating initial visual assets (such as background textures and UI elements). All generated assets have been manually edited, refined, and integrated into the game by the developer.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service.
Generative AI tools were used during development to assist with the creation of selected pre-generated assets, including visual artwork, character assets, music, and sound effects. These tools were used as part of the development workflow, while the game's design, direction, gameplay systems, implementation, level design, and final integration were created and curated by the developer. No generative AI is used to create new content during gameplay.
Some in-game artwork (slot machine cabinet art, icons, and store page marketing images) was created with generative AI tools, then reviewed, selected, and post-processed by the developer. The game does not generate any content in real time.
Pre-generated AI-assisted content is used in some 2D artwork, including unit sprites, character portraits, card illustrations, battlefield backgrounds, visual effects, UI decorative elements, and store and marketing artwork. AI assistance was also used for portions of in-game text and English/Japanese localization. All such content is generated before release and curated and edited by the developer. The game does not generate content during gameplay and does not connect to a generative AI service at runtime.
Generative artwork is used in the creation of part or full of assets that can not be generated by the game engine. AI is used in the drafting of art and writing before it is reviewed and heavily edited.
This game includes pre-generated artwork and music created with the assistance of generative AI. All generated content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development for visual assets, 3D models, audio, and localization. Final assets were selected and integrated by the developer. Generative AI was also used to assist with translations. No AI content is generated during gameplay.
Generative AI was used during development to assist in the creation of certain pre-generated game content, including some in-game visual art assets, the game’s title logo, and promotional materials for the Steam store page. All final content was reviewed, curated, edited, and implemented by the developer. No generative AI is used at runtime, and the game does not generate live AI content for players.
Generative AI was used as an assistive tool in preparing parts of the game’s Steam store presence and marketing materials. This includes some store page artwork and promotional assets, short and long descriptions, store metadata, and localized versions of these materials.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. No content is generated by AI during gameplay.
Generative AI was used during development to create and refine some pre-generated visual assets, including cat character and animation sprites, backgrounds, decorative items, achievement icons, and selected store and marketing artwork. Every generated asset was reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content at runtime and does not connect to external AI services during play.
Some visual assets in this game, including character designs, were initially
generated using AI image tools and subsequently refined and adapted by the developer.
All AI-generated visual assets (character designs, icons, screenshots/trailer materials,
etc.) are being fully replaced with hand-crafted or licensed content.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
Generative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes.
Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator.
The visual art in this game is primarily AI-generated. 3D models, textures, concept art, and UI art, along with the artwork used on this store page, were created with the assistance of generative AI tools, as were the game's sound effects. All AI-assisted assets were reviewed, edited, and approved by our team before use. Our trailers consist of actual in-game footage. The game does not generate any content in real time — there is no live AI generation of dialogue, voice, art, or any other content during gameplay.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
This game was developed with substantial help from generative AI: the pixel art (in-game art, capsules and icons), the code, much of the text, and the translations were produced with AI assistance and then reviewed, refined, and directed by the developer.
The 2D background images in the main menu and the promotional (capsule) designs used on the Steam store page were created with the help of generative AI tools and subsequently edited manually. The characters, battlefields, and in-game pixel art graphics that make up the core game experience are completely outside of this scope.
Generative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay.
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually.
We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded.
All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do.
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI.