AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
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| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Alive as a Service Dev only code | During development, AI tools were used to help review and debug parts of the code | koby | - | Aug 12, 2026 | |
Incremental Donuts In-game content artaudiocode | This game was developed with the assistance of AI tools. Some visual and audio assets were created using generative AI tools, then reviewed, selected, and refined by the developer. Portions of the game's code were written with the assistance of AI coding tools under the developer's direction and review. Game design, systems, balance, and all final decisions are the developer's own. No AI content is generated live within the game. | MuckMedia | - | Aug 12, 2026 | |
The Legend Of Joke Dev only code | Some AI tools were used during the development of this game for code cleanup and to seek solutions to certain technical issues. | N.A.M.S | - | Aug 11, 2026 | |
Long Dives Dev only codetext | Development of this game used AI under human direction and review for the code and game text. | KazooKat | - | Aug 11, 2026 | |
Wizard Disaster In-game content artaudiocode | Wizard Disaster was made by a solo developer, using generative AI tools as part of the production pipeline.
Art. Character, boss and background artwork, and the source frames the animations are built from, were produced with generative image and video tools. Everything was then cut, keyed, aligned, retimed and composited by hand into the sheets the game actually plays. The generated output is the raw material, not the finished asset. Concept passes were made the same way.
Audio. The music and most of the sound effects were generated with Suno, then trimmed, pitched, levelled and fitted to the length of the action each one accompanies. Not all of the audio is generated: a number of the effects are synthesised procedurally in code from a 1930s orchestra-pit palette, and the wizard's own voice (his cries and shouts) are human recordings.
Code. Generative AI was used as a programming assistant during development, and to build and run the automated test harnesses that measure boss pacing, damage output and medal times. Those harnesses are development-only tooling and are not part of the shipped game.
The game contains no live-generated AI content. Nothing is generated while you play, and the game makes no network or AI service calls at runtime. | Slimboy M. | - | Aug 11, 2026 | |
AfterImage In-game content codetext | AI was used in some developer workflows for programming and for translation to all languages other than English. | Wolf Studios | - | Aug 11, 2026 | |
Cleandows XP In-game content artcodetextaudio | Generative AI tools were used during development to create pre-generated visual assets, UI graphics, in-game text, character content, fictional file contents, audio, and localization. All AI-generated content was reviewed and edited by the development team before being included in the game. The game does not use generative AI at runtime or generate content live for players. | QP Games | - | Aug 11, 2026 | |
Verilight In-game content artaudiotextcode | Verilight incorporates generative AI as part of its development pipeline for creating draft artwork, music, text, and programming assistance. All AI-generated material is manually reviewed, edited, refined, and integrated by the developer before being included in the final game. Artwork is transformed into the game's pixel-art style, music is manually arranged and adapted for each biome, and code is reviewed and modified before implementation. The game does not generate AI content during gameplay and does not connect to external AI services. | Notter Animations | - | Aug 11, 2026 | |
Crownsink In-game content artaudiocode | Crownsink is a hand-crafted game built the modern way: the developer writes and directs the code with the support of AI tools, while every sprite, sound and note of music springs from the game's own hand-written algorithms. | Lunvero Studio | - | Aug 11, 2026 | |
Starwreck Reclaimer In-game content artcode | Generative AI tools were used during development to assist with programming and code generation, and to create or refine certain pre-generated visual assets, including promotional artwork and selected in-game UI and art assets. All AI-assisted code and assets were reviewed, tested, and edited by the developer before inclusion. The released game does not generate content or code during gameplay and does not connect to external AI services. | Starwreck Studio | - | Aug 11, 2026 | |
Ultracode Dev only codeartaudio | Development is AI-assisted: source code, the procedural asset factories (meshes, MetaSound hero sounds, code-driven UMG) and docs are written with AI tooling under human review in-repo. No external generative-AI image/audio assets are imported; everything ships from the code-authored pipeline. | Lava Block | - | Aug 11, 2026 | |
Fablewood Chronicles In-game content artcodetext | AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world. | Developesque | - | Aug 11, 2026 | |
摩登迷城 In-game content artcode | The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions. | BION | - | Aug 11, 2026 | |
Frontier Protocol Dev only code | During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol. | William Radcliffe | - | Aug 11, 2026 | |
Ticker & Trade In-game content artcode | The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer. | jamminTheDev LLC | - | Aug 11, 2026 | |
Lowbar Legends In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Aug 11, 2026 | |
Temporal Anomaly Bureau In-game content artcode | The core gameplay, rules, progression structure, level objectives, and detailed level designs were created, reviewed, and finalized by the human development team. Generative AI was used only as a development aid for research and reference gathering, code assistance, and the initial creation of visual assets and in-game scene images. All AI-assisted content was manually selected, edited, integrated, and reviewed before being included in the game. | wing | - | Aug 11, 2026 | |
Metroidvania In-game content codetext | Generative AI was used during development to assist with brainstorming, coding assistance, and drafting certain written materials. All game content, gameplay implementation, testing, review, and final decisions were completed and verified by the developer before release. | David Chuks | - | Aug 11, 2026 | |
Aitan Studio Pro Dev only artcode | This software does NOT use Generative AI to generate images, artwork, audio, or text. All visual elements, templates, and store assets are 100% original, hand-crafted art and photography created directly by the developer.
Machine Learning and AI technologies are strictly limited to technical functionality and development:
- Background Removal Tool: A local, non-generative Machine Learning feature accessed by users to instantly remove image backgrounds and create striking visual compositions.
- Software Development: AI-assisted coding tools (vibe-coding / LLM assistance) were used during the programming process.
No AI-generated content is included in the software or produced during runtime. | In Focus: Universe | - | Aug 11, 2026 | |
raythm Dev only code | Used for coding | れん | - | Aug 11, 2026 | |
屏幕精灵 In-game content artcode | Art assets (pre-generated): In-game scene backgrounds, UI icons, and store page promotional images are generated using Doubao as initial drafts. After manual screening, modification, and style unification, they are packaged into the game. All AI-generated art assets have been reviewed manually one by one, confirming that they do not contain any violations such as violence or pornography, and no copyrighted third-party assets have been used as input for generation. The AI tools used all have commercial use licenses.
Code (pre-generated): Some game logic code is generated with AI assistance during the development stage. After manual review, testing, and modification, it is compiled and packaged. The game does not call AI to generate code in real-time during runtime.
During the game's runtime, there is no AI-generated content in real-time. All AI-generated content visible to players are pre-generated static resources. | 屏幕精灵 | - | Aug 11, 2026 | |
Tilky Engine Dev only code | AI-Generated code has been used to help speed up development, debug code, and optimize core systems. All engine architecture, structural logic, and tool designs remain fully custom-built from scratch. The final compiled software consists entirely of human-written and human-reviewed code to ensure strict stability, performance, and integrity. | Berke Memioglu | - | Aug 11, 2026 | |
Night Courier Dev only code | AI assistance was used for the game's coding. | Toon Shift Games | - | Aug 11, 2026 | |
Godheart Dev only codetext | AI was utilized to generate some references and provide consultations during the code development process. Additionally, AI assisted in translating and correcting grammatical errors, as English is not my native language.
I wanted to lie and say I didn’t use ai at all, but my conscience wouldn't let me. | Dagmar Games | - | Aug 11, 2026 | |
时空大世界 In-game content arttextcode | 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. | 冷漠乌鸦 | - | Aug 11, 2026 | |
SkyFab In-game content artcode | "AI tools (LLMs and image generators) were used to assist in writing/optimizing C# scripts and generating minor 2D visual assets (e.g., UI or achievement icons). All AI-assisted content was strictly reviewed, modified, and integrated manually by the developer." | Oltimo Games | - | Aug 11, 2026 | |
The Dream Of Winning The Lottery In-game content artaudiotextcode | Generative AI tools were used during development to assist with programming, translation/localization, and the creation of most of the game's artwork and music. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Gamjangjangi | - | Aug 10, 2026 | |
FRUITCODE: Choose Me, Love Me! In-game content artaudiotextcode | Pre-generated generative AI was used during development to assist with visual artwork, music, sound effects, spoken audio, narrative and dialogue, and portions of the game code. The developer directed, reviewed, selected, edited, arranged, tested, and integrated the final content. No generative AI content is created while the game is running. | FRUITCODE Studios | - | Aug 10, 2026 | |
プールサイドの記憶 In-game content artaudiocode | Some assets in this game were created using generative AI tools. The theme song and its stem tracks were generated with Suno and edited by the developer. Some 3D models (the pursuer, corpse and flower props) were generated with Meshy. Some in-game images, such as photographs and posters, were created with image-generation AI. All program code was designed and implemented by the developer, with AI coding assistance. The game contains no live AI-generated content. | SF Create | - | Aug 10, 2026 | |
Rat Hunt Store/marketing codeart | Some code and marketing content may be generated by AI. | Watashi Games | - | Aug 10, 2026 | |
Operation: Horumus In-game content artaudiotextcode | Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion.
No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services.
This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you. | Park JongHwa | - | Aug 10, 2026 | |
Rotary Knights In-game content artcode | Portions of this game's artwork were created with generative AI tools under human direction, curation, and editing — including aircraft counter sprites, scene illustrations, character portraits, achievement icons, and some store/marketing images. The store trailer's narration is AI-generated voiceover. Some code was developed with AI assistance and human review. The game does not generate any content with AI while running. | ChoiceRealms | - | Aug 10, 2026 | |
TowOrbs Unclear code | Coding | Exaltes | - | Aug 8, 2026 | |
Ode to War In-game content codetext | Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development.
The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed).
No AI runs while you play, and the game never connects to an external AI service. | Joran Batty | - | Aug 8, 2026 | |
Idle Castellan In-game content artcodetext | Some assets are AI generated
Used AI to troubleshoot code and to translate. | mN GamiN | - | Aug 8, 2026 | |
Detour Dev only code | This game utilized AI in the writing of some of the game code scripts. | Jordan Witbeck | - | Aug 8, 2026 | |
Next Level: Tower Defense In-game content artcode | This game uses generative artificial intelligence in its development.
Some visual assets — including character sprites, unit artwork, and related
game graphics — were created or assisted with generative AI tools and then
integrated into the game. AI was also used during development to assist with
programming and production workflows.
Generative AI is not used to create content live during gameplay. The game
does not connect to external AI services while you are playing. | Ronnie | - | Aug 8, 2026 | |
Damage Xiangqi In-game content codeaudioart | [Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Aug 8, 2026 | |
Arch Rogue In-game content arttextcode | Arch Rogue was developed with extensive use of generative AI. Most of the game's code was written with AI assistance. The pixel-art sprites, tiles, animations, and store artwork were created with AI image-generation tools and then curated and integrated by the developer. Dialogue, quest text, and lore were AI-generated from developer-designed prompts and story structure. All AI content is created during development, not at runtime — the game does not generate any content with AI at runtime. | Matti Rita-Kasari | - | Aug 8, 2026 | |
Uncles In-game content artaudiocode | I used Grok CLI for coding and sprite generation. The process is very supervised (otherwise its really hard to debug)
There are AI generated videos in the tutorial sections.
AI was used to implement sound and music. | bittabutt | - | Aug 8, 2026 | |
Digital Hunger In-game content artcode | Some visual assets in the game (character portraits, photographs and website imagery) were created with the assistance of AI image generation tools, then curated and edited by the developer. Portions of the game's code were written with AI coding assistance. All narrative, game design, voice acting and story content were created by humans. The game does not generate any content at runtime using AI. | BlackBeard Gaming | - | Aug 8, 2026 | |
Hetero-Genesis In-game content codetext | During the development of this game, we utilized generative AI tools to assist in the following areas:
Code Development: Portions of game logic and system code were generated with AI assistance. All AI-generated code has been manually reviewed, adjusted, and integrated into the final product to ensure stability and performance.
Multilingual Text Translation (English): The English localization—including UI, dialogues, and prompts—was initially drafted using AI translation. These drafts were then proofread and polished by professional translators to ensure natural language flow and cultural appropriateness.
All AI-generated content has undergone rigorous human review and testing to meet our quality standards and deliver a great player experience. If you have any questions, please feel free to contact the developers. | Tianyang Studio | - | Aug 8, 2026 | |
Procession Engine In-game content artaudiocode | Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime. | Not Applicable Games | - | Aug 8, 2026 | |
Cartouche Royale In-game content codetext | Generative AI was used during development as an assistance tool for code optimization, technical problem solving, and localization. | Development Unreal Creative | - | Aug 8, 2026 | |
idle Collection Dev only code | This game have some generated AI code. | vacp | - | Aug 8, 2026 | |
Breakfast Shop Legend In-game content artaudiocode | During development, this game used generative AI tools to assist in creating fixed assets. These outputs were produced during development, reviewed and selected by humans, and then packaged into the game. The game does not call any AI while it is running:
▎ - Code: Anthropic's Claude was used to assist in writing and refactoring the Flutter/Dart game code. All code was reviewed and tested by the developer before being included; no unreviewed AI output is executed automatically.
▎ - Art / Images: Leonardo AI was used to generate pixel-art assets, which were human-selected and edited before use.
▎ - Sound & Voice: ElevenLabs was used to generate sound effects and voice, which were human-selected before use. | kklaugh | - | Aug 8, 2026 | |
Monto: TB or not TB Store/marketing artcode | During the development, we used generative AI on our capsule image and code-completion AI agents such as Copilot and Codex. | d'Evo | - | Aug 8, 2026 | |
Void Inc In-game content arttextcode | Some game assets used AI assisted coding and tools to help generate and refine them, localisation was done with the help of AI translation. | The Occult Arcade | - | Aug 8, 2026 | |
Not Monsters Dev only artcode | Not monsters was developed as a solo dev project, and AI was used with careful oversight to support the creative process for both art and code. | Actuator Digital | - | Aug 8, 2026 | |
Last Departure In-game content artcode | The cinematic artworks were created using AI and are based on my own concept sketches. They were used to reinforce the emotional atmosphere and my vision of the game world, while the game itself is designed entirely in hand-drawn pixel art.
AI was used for programming | Nirmalan Rajakaruna (Raja Studios) | - | Aug 8, 2026 |
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