Public Steam disclosure research25,497 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.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
This game uses generative AI in parts of its development.
Generative AI is used to help generate the game's program code. However, all final testing, adjustment, and verification of the generated code are carried out by human developers.
Generative AI is also used to create the game's background music (BGM).
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
Some of the game's visual assets (background artwork, orb and planet textures, UI elements) as well as the store page capsules and marketing images were created with the help of AI image-generation tools. The background music was created using AI music tools. All AI-assisted content was reviewed, edited and curated by the developer, who holds the rights to use it.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
All visual art in SagoCat — characters, animation, and visual design — is hand-crafted, with no AI used.
Generative AI is used as follows: the pet's conversational replies are generated in real time by a third-party AI service and require an internet connection (use the built-in free quota or your own API key); during development, AI tools also assisted with parts of the code, some in-app text, and some sound effects.
- Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
Some assets used during the development of Agent Pro were created or assisted using generative AI tools. All content included in the released version of the game has been reviewed, edited, and approved by the developer before being integrated into the game. No AI-generated content is created by players or generated dynamically during gameplay.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Uses voice cloning by Speechify.
Uses AI generated images uploaded by other users to Pixabay when there wasn't a better alternative available.
Most such images are for character portraits and similar placeholder assets of secondary importance.
There is no prompt or direct AI usage.
Generative AI was used selectively during
development, always under direct human
authorship and review:
• Code — An AI coding assistant supported
development as a productivity tool; all systems
were designed, reviewed, and tested by the
developer.
• Key art — The Steam key art was created with
generative AI, then curated and hand-finished by
the developer. All in-game tilesets and
character art are licensed, human-made asset
packs.
• Music — Background music tracks were produced
with the assistance of generative AI tools, then
selected, edited, and mixed by the developer.
The game contains no live-generated AI content:
nothing is generated by AI at runtime.
Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game:
Programming & Development Support: AI tools assisted in drafting source code and verifying game logic.
Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed.
Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering.
All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines.
AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer.
Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI.
The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI.
During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play.
Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion.
Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork.
All generated content was reviewed and edited by hand. No AI is used at runtime.
This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some game assets - including certain 3D models, sound effects, images and music - were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the developer. The game does not generate AI content at runtime.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production.
AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans.
Rippusion is a music generation tool: every track it produces is created by a generative AI model. The app bundles the Stable Audio 3 Small (Music) model from Stability AI, used under the Stability AI Community License, and runs it entirely on your own device. Generation happens offline on your GPU or CPU - no cloud service is involved, no account is required, and no data is sent anywhere. Music featured in our trailer was generated using Rippusion itself.
Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team.
We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs.
Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service.
What that covers:
- Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote.
- The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer.
- Sound effects were generated from written prompts, or synthesised procedurally in code.
All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art.
The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
This game uses generative AI in parts of its development.
Generative AI is used to help generate the game's program code. However, all final testing, adjustment, and verification of the generated code are carried out by human developers.
Generative AI is also used to create the game's background music (BGM).
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
Some of the game's visual assets (background artwork, orb and planet textures, UI elements) as well as the store page capsules and marketing images were created with the help of AI image-generation tools. The background music was created using AI music tools. All AI-assisted content was reviewed, edited and curated by the developer, who holds the rights to use it.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
All visual art in SagoCat — characters, animation, and visual design — is hand-crafted, with no AI used.
Generative AI is used as follows: the pet's conversational replies are generated in real time by a third-party AI service and require an internet connection (use the built-in free quota or your own API key); during development, AI tools also assisted with parts of the code, some in-app text, and some sound effects.
- Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
Some assets used during the development of Agent Pro were created or assisted using generative AI tools. All content included in the released version of the game has been reviewed, edited, and approved by the developer before being integrated into the game. No AI-generated content is created by players or generated dynamically during gameplay.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Uses voice cloning by Speechify.
Uses AI generated images uploaded by other users to Pixabay when there wasn't a better alternative available.
Most such images are for character portraits and similar placeholder assets of secondary importance.
There is no prompt or direct AI usage.
Generative AI was used selectively during
development, always under direct human
authorship and review:
• Code — An AI coding assistant supported
development as a productivity tool; all systems
were designed, reviewed, and tested by the
developer.
• Key art — The Steam key art was created with
generative AI, then curated and hand-finished by
the developer. All in-game tilesets and
character art are licensed, human-made asset
packs.
• Music — Background music tracks were produced
with the assistance of generative AI tools, then
selected, edited, and mixed by the developer.
The game contains no live-generated AI content:
nothing is generated by AI at runtime.
Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game:
Programming & Development Support: AI tools assisted in drafting source code and verifying game logic.
Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed.
Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering.
All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines.
AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer.
Generative AI was used to create some pre-generated artwork and music included in the game and its promotional materials. AI-generated content was reviewed and selected by the developer before being included. The game does not use generative AI to generate content live during gameplay.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
Some of this game's art and audio were created with generative AI tools, then selected, edited and assembled by the developer: the ink-wash illustrations and character portraits, part of the interface artwork, and the background music. The store page artwork and the trailer were produced the same way. Everything ships as fixed, pre-rendered assets. The game generates no content while you play and connects to no AI service. Puzzle levels are built and verified by our own deterministic mahjong solver, not by AI.
The game’s music and minor visual assets were generated with AI assistance and manually refined by the developer. The rest of the content was created without generative AI.
During development, parts of Marsheez were made with generative AI: some of the source code was written with the help of an AI coding assistant, and some of the art and music were created with help of AI tools and then later edited by the developer. The game does not use any generative AI while you play.
Tidy Tokens is the first game created by our small independent development team, born from a shared passion and a dream of creating our own video game. With limited resources, we used generative AI tools as assistance in certain areas, including some graphical and musical elements. These tools helped complement our skills and allowed us to bring to life a project we could not have created alone at this scale. The game, its design, its world, and its development remain the result of our work, creative decisions, and passion.
Generative AI was used for parts of the game's 3D assets, voice and narration, ambient audio, translations, and store artwork.
All generated content was reviewed and edited by hand. No AI is used at runtime.
This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
The game was developed with the help of AI. The background music soundtrack is AI-generated: the pieces were created with a locally run music model, then curated and edited by hand. Puzzles, game design and gameplay are human-made.
Generative AI tools were used during development to assist with some visual assets, audio, and code. All content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some game assets - including certain 3D models, sound effects, images and music - were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the developer. The game does not generate AI content at runtime.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
This project used AI-assisted tools during development, primarily for promotional artwork, code development, the creation of art assets, and music production.
AI was mainly used to improve development efficiency and assist in creating original content. All AI-assisted content was manually reviewed, selected, edited, redrawn, adjusted, tested, or rearranged, and was further refined to ensure consistency with the game's overall style and actual development needs.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans.
Rippusion is a music generation tool: every track it produces is created by a generative AI model. The app bundles the Stable Audio 3 Small (Music) model from Stability AI, used under the Stability AI Community License, and runs it entirely on your own device. Generation happens offline on your GPU or CPU - no cloud service is involved, no account is required, and no data is sent anywhere. Music featured in our trailer was generated using Rippusion itself.
Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team.
We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs.
Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service.
What that covers:
- Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote.
- The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer.
- Sound effects were generated from written prompts, or synthesised procedurally in code.
All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art.
The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio.