Public Steam disclosure research25,512 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.
Some of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer.
No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally.
Some parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service.
Penguin Fury uses generative AI tools for part of its content.
Localization: The game is available in 39 languages. The original text was
written by the developer. The translations were produced with AI translation
tools and reviewed before release.
Art: Some achievement icons and character/UI artwork were created with the help
of AI image tools and then edited by the developer.
Store page: Some of the text and images on this store page were created with AI
assistance and edited by the developer.
No AI content is generated while you play. Everything in the game is created in
advance and shipped with the build.
Generative AI tools, including Claude and Codex, were used during development to assist with programming, game logic, written content, and other development tasks. All AI-assisted output was reviewed, edited, and integrated by the developer before inclusion in the final product. The game does not generate AI content during gameplay and does not connect to external generative AI services at runtime.
2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing.
This game uses generative AI during development to create some image assets, music assets, and text drafts. All generated content was reviewed by the developer and edited or processed as necessary before being included in the game. The game does not generate content using generative AI during gameplay.
As a solo developer, this game utilizes generative AI tools to assist in the creation of certain assets—including game dialogue, artwork, and audio elements—which are then carefully edited, refined, and polished by the developer.
Art assets in this game were created with AI assistance; narrative content is generated by AI in real time. Solo-developed — thank you for your support
This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some artwork, UI visual assets, and visual design elements for video materials and story/dialogue panels. These materials are shipped with the game and are presented to players through the in-game UI, story/dialogue panels, and related video or narrative presentation content. Before release, the developer selected, edited, integrated, and manually reviewed these materials.
The game does not use generative AI at runtime. It does not generate new images, videos, dialogue, or other game content based on player input, and it does not send player input to an AI service.
Some of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service.
Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer.
All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services.
Generative AI tools were used during development to create or assist with portions of the game's pre-generated visual artwork, including horse illustrations, environmental backgrounds, contract and item icons, decorative UI artwork, the game logo, and Steam store and library artwork. AI-assisted tools were also used to draft or refine portions of in-game text and localization.
All such materials were generated before release, then reviewed, selected, and edited by the developer, and are included in the game as fixed assets. No AI content is generated during gameplay, and the game does not connect to any external AI service.
The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
The game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime.
This game is made by a single dev, and sold for a fair price. In order to do that this dev needed the help of AI. So some pre-rendered assets in this game were created with the help of generative AI tools, always under my direction and with every asset reviewed by me the developer: certain illustrations, backdrops, and UI art; some music tracks and sound effects; and character voice lines generated via text-to-speech from scripts written by me the developer. The game design, the gameplay, physics, and large parts of the code are entirely human-made, and no AI content is generated at runtime.
Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime.
Generative AI tools were used only as an editing and proofreading aid for selected portions of the final game text. The original scenario, characters, direction, and final text review were created and handled by the developer.
The English localization of Channel 453 was produced through a combination of human translation and editing.
Some sections of the game, including portions of the demo, were translated by a human translator.
For a limited number of sections in the full game, generative AI tools were used only as a first-pass aid for English localization and language editing. These tools were not used to create the original scenario or characters.
All AI-assisted English text was subsequently reviewed, revised, and polished by humans before being included in the final game.
We are providing this information on Steam in the interest of transparency and to help players make an informed decision about the game.
To avoid any misunderstanding: this refers to a test-stage build. The final release will be provided with fully human-translated localization alongside the finalized store page update.
Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play.
The visual art, music, sound effects, pilot voice lines and written text in Starhand were created using generative AI tools — Recraft for illustration, Suno for music, and ElevenLabs for voice and sound effects — and were then selected, edited and assembled by the developer. All of it is generated ahead of time and ships as fixed assets: the game does not generate any content while you play, and it does not connect to any AI service at runtime.
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Ricochet Witch includes content created with the assistance of generative AI tools. Every AI-assisted element was directed, selected and edited by the developer, and all of it was reviewed before release.
- 2D artwork (title illustration, game logo, clear end card, scoreboard background, and the application icon, which is a crop of the title illustration): generated with Google Gemini and OpenAI ChatGPT, then selected and edited by the developer.
- Achievement icons: base images generated with OpenAI ChatGPT; the grayscale (locked) versions were made by the developer in Photoshop.
- The player character 3D model: generated with Meshy AI, then adjusted and integrated into the game by the developer.
- English localization text: translated with the assistance of a generative AI tool (Anthropic Claude), then reviewed and adjusted by the developer.
- Store page description text (Simplified Chinese, Korean, Traditional Chinese, Brazilian Portuguese, German and Spanish): translated with the assistance of generative AI tools (OpenAI ChatGPT and Anthropic Claude), then reviewed and adjusted by the developer.
- Store page images: these use the AI-assisted artwork described above.
No content is generated by AI while the game is running.
Generative AI tools were used to create visual concepts and initial drafts for most of the game's artwork. These drafts were used as references and starting points for the final pixel art assets, which were manually created, reviewed, edited, and refined by the developer before being included in the game or its marketing materials.
Generative AI tools were also used to assist with localization and the creation of some in-game names and text. All AI-assisted text was manually reviewed and edited by the developer before being included in the game.
The game does not use generative AI to create content during gameplay.
During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input.
Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks.
1. During development, due to objective constraints including limited budget, we utilized AI models such as GPT Image2, Banana2, Banana Pro and Seedream 5.0 Pro for art asset creation. Relevant AI-generated assets will be gradually replaced with fully original materials as development progresses.
2. DeepSeek V4 was used to assist translations for non-Chinese text versions. Chinese is the only official language of this game. Players may switch to other available languages in game settings, yet Ritsuai Works provides no guarantee regarding the quality of non-Chinese translations.
Generative AI was used extensively during development to create pre-generated artwork, visual assets, text, and localization included in the game and its store and marketing materials. All AI-generated content was reviewed and edited by the developer. No AI content is generated live during gameplay.
Generative AI is used in this game for localization.
Text plays a supporting role here: the game has no story, dialogue or voice acting. Its text is limited to interface labels, node names and short stat descriptions, while the gameplay itself runs on numbers and visual language.
AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with portions of code writing and debugging, text drafting and editing, English localization, and the creation of some music assets. All related content was manually reviewed, revised, curated, and approved by the developer.
The game does not generate any AI content during gameplay and does not connect to external AI services.
AI was used to generate some temporary artwork for the store page and in-game placeholder character sprites, as well as to assist with translation during localization. Temporary AI-generated assets will be replaced with final artwork during development. All content is reviewed by the development team.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
All graphics and sounds in Woolmates are calculated at runtime by the game itself; no AI-generated image, audio, or video files are delivered. AI assistance tools were used in the development of the program code as well as in text and marketing materials. No AI is used during the actual game.
Generative AI was used during development to assist with some
pre-generated 2D artwork, icons, card and character illustrations,
store graphical assets, localization, written content, and portions
of code implementation. All outputs were reviewed, selected, edited
where needed, and manually integrated by the developer. The game
does not generate AI content or code during gameplay.
This game uses generative AI in a limited way. Some in-game and store-page text was drafted, edited, or partially translated with the help of an AI model, then reviewed, adapted, and finalized by the developer. None of the game's art, sprites, animation, music or sound is AI-generated.
Some visual assets and promotional artwork were created with the assistance of generative AI tools and subsequently selected, edited, composited, and integrated by the developer.
We intend to use AI to help for translating and localizing the game.
This game uses AI tools (Anthropic's Claude) for localization. The game's UI text, building prompts, and store descriptions were translated from Japanese into 9 other languages with AI assistance, and all translations were reviewed by the developer. No AI-generated content is created at runtime (no live-generated AI). All other assets (art, music, sound effects) are hand-made or licensed (CC0).
AI generative tools are used in development. Non-English translations and some marketing material were also produced with AI assistance.
Nothing is generated by AI while the game is running.
Some of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer.
No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally.
Some parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service.
Penguin Fury uses generative AI tools for part of its content.
Localization: The game is available in 39 languages. The original text was
written by the developer. The translations were produced with AI translation
tools and reviewed before release.
Art: Some achievement icons and character/UI artwork were created with the help
of AI image tools and then edited by the developer.
Store page: Some of the text and images on this store page were created with AI
assistance and edited by the developer.
No AI content is generated while you play. Everything in the game is created in
advance and shipped with the build.
Generative AI tools, including Claude and Codex, were used during development to assist with programming, game logic, written content, and other development tasks. All AI-assisted output was reviewed, edited, and integrated by the developer before inclusion in the final product. The game does not generate AI content during gameplay and does not connect to external generative AI services at runtime.
2D item and character sprites in this game were created using generative AI image tools and then manually reviewed, edited, curated, and integrated by the developer. In-game item names and their translations were also produced with AI assistance and manually checked. All AI-generated content was created during development (pre-generated); the game does not generate any content live while playing.
This game uses generative AI during development to create some image assets, music assets, and text drafts. All generated content was reviewed by the developer and edited or processed as necessary before being included in the game. The game does not generate content using generative AI during gameplay.
As a solo developer, this game utilizes generative AI tools to assist in the creation of certain assets—including game dialogue, artwork, and audio elements—which are then carefully edited, refined, and polished by the developer.
Art assets in this game were created with AI assistance; narrative content is generated by AI in real time. Solo-developed — thank you for your support
This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some artwork, UI visual assets, and visual design elements for video materials and story/dialogue panels. These materials are shipped with the game and are presented to players through the in-game UI, story/dialogue panels, and related video or narrative presentation content. Before release, the developer selected, edited, integrated, and manually reviewed these materials.
The game does not use generative AI at runtime. It does not generate new images, videos, dialogue, or other game content based on player input, and it does not send player input to an AI service.
Some of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service.
Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer.
All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services.
Generative AI tools were used during development to create or assist with portions of the game's pre-generated visual artwork, including horse illustrations, environmental backgrounds, contract and item icons, decorative UI artwork, the game logo, and Steam store and library artwork. AI-assisted tools were also used to draft or refine portions of in-game text and localization.
All such materials were generated before release, then reviewed, selected, and edited by the developer, and are included in the game as fixed assets. No AI content is generated during gameplay, and the game does not connect to any external AI service.
The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
The game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime.
This game is made by a single dev, and sold for a fair price. In order to do that this dev needed the help of AI. So some pre-rendered assets in this game were created with the help of generative AI tools, always under my direction and with every asset reviewed by me the developer: certain illustrations, backdrops, and UI art; some music tracks and sound effects; and character voice lines generated via text-to-speech from scripts written by me the developer. The game design, the gameplay, physics, and large parts of the code are entirely human-made, and no AI content is generated at runtime.
Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime.
Generative AI tools were used only as an editing and proofreading aid for selected portions of the final game text. The original scenario, characters, direction, and final text review were created and handled by the developer.
The English localization of Channel 453 was produced through a combination of human translation and editing.
Some sections of the game, including portions of the demo, were translated by a human translator.
For a limited number of sections in the full game, generative AI tools were used only as a first-pass aid for English localization and language editing. These tools were not used to create the original scenario or characters.
All AI-assisted English text was subsequently reviewed, revised, and polished by humans before being included in the final game.
We are providing this information on Steam in the interest of transparency and to help players make an informed decision about the game.
To avoid any misunderstanding: this refers to a test-stage build. The final release will be provided with fully human-translated localization alongside the finalized store page update.
Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play.
The visual art, music, sound effects, pilot voice lines and written text in Starhand were created using generative AI tools — Recraft for illustration, Suno for music, and ElevenLabs for voice and sound effects — and were then selected, edited and assembled by the developer. All of it is generated ahead of time and ships as fixed assets: the game does not generate any content while you play, and it does not connect to any AI service at runtime.
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Ricochet Witch includes content created with the assistance of generative AI tools. Every AI-assisted element was directed, selected and edited by the developer, and all of it was reviewed before release.
- 2D artwork (title illustration, game logo, clear end card, scoreboard background, and the application icon, which is a crop of the title illustration): generated with Google Gemini and OpenAI ChatGPT, then selected and edited by the developer.
- Achievement icons: base images generated with OpenAI ChatGPT; the grayscale (locked) versions were made by the developer in Photoshop.
- The player character 3D model: generated with Meshy AI, then adjusted and integrated into the game by the developer.
- English localization text: translated with the assistance of a generative AI tool (Anthropic Claude), then reviewed and adjusted by the developer.
- Store page description text (Simplified Chinese, Korean, Traditional Chinese, Brazilian Portuguese, German and Spanish): translated with the assistance of generative AI tools (OpenAI ChatGPT and Anthropic Claude), then reviewed and adjusted by the developer.
- Store page images: these use the AI-assisted artwork described above.
No content is generated by AI while the game is running.
Generative AI tools were used to create visual concepts and initial drafts for most of the game's artwork. These drafts were used as references and starting points for the final pixel art assets, which were manually created, reviewed, edited, and refined by the developer before being included in the game or its marketing materials.
Generative AI tools were also used to assist with localization and the creation of some in-game names and text. All AI-assisted text was manually reviewed and edited by the developer before being included in the game.
The game does not use generative AI to create content during gameplay.
During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input.
Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks.
1. During development, due to objective constraints including limited budget, we utilized AI models such as GPT Image2, Banana2, Banana Pro and Seedream 5.0 Pro for art asset creation. Relevant AI-generated assets will be gradually replaced with fully original materials as development progresses.
2. DeepSeek V4 was used to assist translations for non-Chinese text versions. Chinese is the only official language of this game. Players may switch to other available languages in game settings, yet Ritsuai Works provides no guarantee regarding the quality of non-Chinese translations.
Generative AI was used extensively during development to create pre-generated artwork, visual assets, text, and localization included in the game and its store and marketing materials. All AI-generated content was reviewed and edited by the developer. No AI content is generated live during gameplay.
Generative AI is used in this game for localization.
Text plays a supporting role here: the game has no story, dialogue or voice acting. Its text is limited to interface labels, node names and short stat descriptions, while the gameplay itself runs on numbers and visual language.
AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with portions of code writing and debugging, text drafting and editing, English localization, and the creation of some music assets. All related content was manually reviewed, revised, curated, and approved by the developer.
The game does not generate any AI content during gameplay and does not connect to external AI services.
AI was used to generate some temporary artwork for the store page and in-game placeholder character sprites, as well as to assist with translation during localization. Temporary AI-generated assets will be replaced with final artwork during development. All content is reviewed by the development team.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
All graphics and sounds in Woolmates are calculated at runtime by the game itself; no AI-generated image, audio, or video files are delivered. AI assistance tools were used in the development of the program code as well as in text and marketing materials. No AI is used during the actual game.
Generative AI was used during development to assist with some
pre-generated 2D artwork, icons, card and character illustrations,
store graphical assets, localization, written content, and portions
of code implementation. All outputs were reviewed, selected, edited
where needed, and manually integrated by the developer. The game
does not generate AI content or code during gameplay.
This game uses generative AI in a limited way. Some in-game and store-page text was drafted, edited, or partially translated with the help of an AI model, then reviewed, adapted, and finalized by the developer. None of the game's art, sprites, animation, music or sound is AI-generated.
Some visual assets and promotional artwork were created with the assistance of generative AI tools and subsequently selected, edited, composited, and integrated by the developer.
We intend to use AI to help for translating and localizing the game.
This game uses AI tools (Anthropic's Claude) for localization. The game's UI text, building prompts, and store descriptions were translated from Japanese into 9 other languages with AI assistance, and all translations were reviewed by the developer. No AI-generated content is created at runtime (no live-generated AI). All other assets (art, music, sound effects) are hand-made or licensed (CC0).
AI generative tools are used in development. Non-English translations and some marketing material were also produced with AI assistance.
Nothing is generated by AI while the game is running.