Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
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.
Generative AI tools were used extensively during the development of this game, including assistance with programming and the creation of much of its artwork, music, and localized text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use generative AI at runtime and does not generate content during gameplay.
The developer used generative AI tools during the development process to assist in creating pre-generated 2D visual assets (such as backgrounds and promotional art) and to help generate programming code. All AI-generated content was heavily modified, curated, and reviewed by the developer to fit the game's cyberpunk setting. There is no live-generated AI content in this game.
Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
We use AI to generate combat simulation tests, placeholder artwork, and agentic workflows for game logic. AI is a tool and not something to replace humans with. A lot of human hours have been put into the game too.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets. AI tools were also used as development assistance for programming. No content is generated by AI during gameplay.
The announcement artwork was created with the help of generative AI.
I also use AI coding agents for debugging and development assistance.
A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release.
Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release.
Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer.
Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer.
(게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.)
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
AI was used throughout development for assistance with artwork, audio, code, and prototyping, as a tool, not a magic wand. Everything is directed, edited, assembled, and ultimately blamed on one questionably qualified human developer.
No AI runs during gameplay. It already costs me enough when the game isn't running.
The token bill remains undefeated.
AI tools were used to assist with writing and reviewing game code during development. No AI-generated art, audio, or narrative content ships in the final game.
We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans:
Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led.
3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us.
Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game.
Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.
I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
During development, Google Gemini and OpenAI GPT were primarily used for programming assistance, debugging, and development workflow support. Nano Banana was used to generate some character sprite artwork and to redraw or adjust certain facial-expression variants of existing character sprites. All AI-assisted art assets were manually reviewed, selected, and edited by the developer before being included in the game.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms.
Generative AI tools were used extensively during the development of this game, including assistance with programming and the creation of much of its artwork, music, and localized text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use generative AI at runtime and does not generate content during gameplay.
The developer used generative AI tools during the development process to assist in creating pre-generated 2D visual assets (such as backgrounds and promotional art) and to help generate programming code. All AI-generated content was heavily modified, curated, and reviewed by the developer to fit the game's cyberpunk setting. There is no live-generated AI content in this game.
Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
We use AI to generate combat simulation tests, placeholder artwork, and agentic workflows for game logic. AI is a tool and not something to replace humans with. A lot of human hours have been put into the game too.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets. AI tools were also used as development assistance for programming. No content is generated by AI during gameplay.
The announcement artwork was created with the help of generative AI.
I also use AI coding agents for debugging and development assistance.
A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release.
Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release.
Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer.
Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer.
(게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.)
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
AI was used throughout development for assistance with artwork, audio, code, and prototyping, as a tool, not a magic wand. Everything is directed, edited, assembled, and ultimately blamed on one questionably qualified human developer.
No AI runs during gameplay. It already costs me enough when the game isn't running.
The token bill remains undefeated.
AI tools were used to assist with writing and reviewing game code during development. No AI-generated art, audio, or narrative content ships in the final game.
We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans:
Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led.
3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us.
Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game.
Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.
I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
During development, Google Gemini and OpenAI GPT were primarily used for programming assistance, debugging, and development workflow support. Nano Banana was used to generate some character sprite artwork and to redraw or adjust certain facial-expression variants of existing character sprites. All AI-assisted art assets were manually reviewed, selected, and edited by the developer before being included in the game.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms.