Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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This index adds cross-game classifications and statistics to
statements published on individual store pages.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
Pre-generated AI content
The application's user-facing text was written with the assistance of a large language model, and translated from English into the other nine supported languages the same way. The store page description was drafted the same way.
The screenshots are unedited captures of the running software.
The in-application audio is synthesised by a DSP script, not by a generative model.
from material the developer produced: frames of video recorded in the headset, and renders of the application's own interface.
Live-generated AI content
None. Next Eye does not run any AI model at runtime, does not send anything to any service, and works entirely offline.
Some content in PRE-ECHO was created with the help of generative AI tools during development and was then integrated, adjusted and art-directed by the developer:
- 3D models: the character and creature models, and many prop and vehicle models, were generated with Tripo from original reference images made for this project, then rigged, adjusted and textured in Blender and Unreal Engine.
- 2D art: some textures and interface images (such as the main-menu background, the workshop investigation board, journal and map paper, and inventory icons) were generated with image-generation tools from original prompts.
- Voices: all spoken lines are synthesized with the open-source Kokoro text-to-speech model using generic voices. No real person's voice was recorded or cloned.
- Text: the script, in-game text and English/Spanish localization were written with an AI assistant under the developer's direction.
- Store art: the store and library artwork was generated with AI image tools from the project's own character and creature references, then retouched by the developer. The logo was made without AI. The screenshots are unedited captures of the game.
No content is generated by AI while the game is running.
Farmkill Remastered brings back the game our small team originally created for iPad in 2012. For its PC remaster, we used AI tools to upscale, sharpen and redraw the original low-resolution artwork, preserving the characters and visual designs while restoring detail for larger screens.
We also used generative AI to create new artwork, music, character voices, sound effects, written content and animated cutscenes, including assets used in the store artwork and trailer. This content was generated during development, then selected and integrated under the developer’s creative direction. The game does not generate AI content during play.
Parte del texturizado, la optimización de mallas y las traducciones se realizaron con ayuda de herramientas de IA generativa. Todo el contenido fue revisado y editado manualmente.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
Pre-generated AI content only; nothing is generated live during gameplay.
- Some 3D assets (character models, the seeker's bandana and a few props) were
created with AI-assisted 3D generation tools, then edited, rigged and adjusted
by hand before being used in the game.
- Some 2D images (in-game "how to play" board, UI art) were created with AI image
tools and edited by hand.
- Parts of the in-game text localization were produced with AI translation and
reviewed by the developer.
All AI-generated assets were reviewed by us and we hold the rights required to
use and distribute them.
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime.
STTS uses AI speech models while you use it. Text you type is turned into speech by text-to-speech models (gTTS, Qwen3-TTS, Supertonic), including voice cloning from a short recording you provide. Speech you hear is transcribed into captions by Whisper. No AI-generated content is pre-rendered or shipped with the app.
Hello! It’s a pleasure to greet you.
I am the developer of Zero Colour.
As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that.
I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best.
I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know.
Thank you very much!
This game's 3D models, music, sound effects, and in-game text (dialogue, item names and descriptions) were created with the help of generative AI, under the developer's direction and review. The store images and trailer use this in-game content.
Some in-game artwork (sprites, icons and illustrations), sound effects, music and localized text were created with the help of generative AI tools, then edited, curated and reviewed by the developer. No content is generated by AI during gameplay.
The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime.
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play.
Generative AI was used only to help draft and polish English store-page text, as English is not my first language. No game assets, images, sound effects, or music were generated using generative AI. Screenshots show actual gameplay, and promotional artwork uses in-game renders. The game does not generate AI content during gameplay or connect to external AI services.
The visuals, music, sound effects, store art, trailer and text for CYBERBIKES were made with the help of AI under my direction, built in code with Blender and Godot. LINK's voice is pre-recorded text-to-speech from the open Kokoro model. Nothing is generated while you play.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
Generative AI was used extensively to create this game's artwork, music, sound effects, text, and localization, as well as its Steam store page assets and marketing materials.
AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license.
Some Beamline pixel art and localization were created or revised with generative AI assistance. Beamline does not use generative AI at runtime or connect to external AI services.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
Generative AI tools were used during development to create some artwork, 3D assets, music, sound effects and localization text. These assets are prepared before release. The game does not generate AI content during play or connect to external AI services.
This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service.
AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay.
Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game.
Some included character, animal, creature and sample images were created with generative AI and then edited and prepared for the product. Generative AI also assisted with localization. MEMEMINT does not generate new images or text with generative AI during use and does not connect to a third-party generative AI service. Its local background-removal feature uses a non-generative segmentation model.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during development to create and refine some pre-generated content, including UI artwork and icons, selected 3D models and textures, music, character and dealer voice lines, and localized text. Tools used include OpenAI image generation and Codex, Meshy, Suno, and Alibaba Cloud Model Studio. All AI-assisted content was reviewed, curated, and edited before inclusion. The game does not generate AI content at runtime or connect to generative AI services during play.
Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model.
Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game.
The images and the video on this store page are captured from the running game.
Generative AI tools were used during development to assist in creating some artwork, text, and localization used in the game. All AI-assisted content was reviewed, selected, and edited by the developer before being included in the game. No generative AI is used during gameplay.
This game uses generative AI to create pre-generated content that ships with the game: character and monster artwork, backgrounds and other images, the logo, negotiation dialogue text, and level design. The store page text and marketing images are also created with AI assistance. No AI content is generated live while you play.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
Pre-generated AI content
The application's user-facing text was written with the assistance of a large language model, and translated from English into the other nine supported languages the same way. The store page description was drafted the same way.
The screenshots are unedited captures of the running software.
The in-application audio is synthesised by a DSP script, not by a generative model.
from material the developer produced: frames of video recorded in the headset, and renders of the application's own interface.
Live-generated AI content
None. Next Eye does not run any AI model at runtime, does not send anything to any service, and works entirely offline.
Some content in PRE-ECHO was created with the help of generative AI tools during development and was then integrated, adjusted and art-directed by the developer:
- 3D models: the character and creature models, and many prop and vehicle models, were generated with Tripo from original reference images made for this project, then rigged, adjusted and textured in Blender and Unreal Engine.
- 2D art: some textures and interface images (such as the main-menu background, the workshop investigation board, journal and map paper, and inventory icons) were generated with image-generation tools from original prompts.
- Voices: all spoken lines are synthesized with the open-source Kokoro text-to-speech model using generic voices. No real person's voice was recorded or cloned.
- Text: the script, in-game text and English/Spanish localization were written with an AI assistant under the developer's direction.
- Store art: the store and library artwork was generated with AI image tools from the project's own character and creature references, then retouched by the developer. The logo was made without AI. The screenshots are unedited captures of the game.
No content is generated by AI while the game is running.
Farmkill Remastered brings back the game our small team originally created for iPad in 2012. For its PC remaster, we used AI tools to upscale, sharpen and redraw the original low-resolution artwork, preserving the characters and visual designs while restoring detail for larger screens.
We also used generative AI to create new artwork, music, character voices, sound effects, written content and animated cutscenes, including assets used in the store artwork and trailer. This content was generated during development, then selected and integrated under the developer’s creative direction. The game does not generate AI content during play.
Parte del texturizado, la optimización de mallas y las traducciones se realizaron con ayuda de herramientas de IA generativa. Todo el contenido fue revisado y editado manualmente.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
Pre-generated AI content only; nothing is generated live during gameplay.
- Some 3D assets (character models, the seeker's bandana and a few props) were
created with AI-assisted 3D generation tools, then edited, rigged and adjusted
by hand before being used in the game.
- Some 2D images (in-game "how to play" board, UI art) were created with AI image
tools and edited by hand.
- Parts of the in-game text localization were produced with AI translation and
reviewed by the developer.
All AI-generated assets were reviewed by us and we hold the rights required to
use and distribute them.
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime.
STTS uses AI speech models while you use it. Text you type is turned into speech by text-to-speech models (gTTS, Qwen3-TTS, Supertonic), including voice cloning from a short recording you provide. Speech you hear is transcribed into captions by Whisper. No AI-generated content is pre-rendered or shipped with the app.
Hello! It’s a pleasure to greet you.
I am the developer of Zero Colour.
As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that.
I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best.
I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know.
Thank you very much!
This game's 3D models, music, sound effects, and in-game text (dialogue, item names and descriptions) were created with the help of generative AI, under the developer's direction and review. The store images and trailer use this in-game content.
Some in-game artwork (sprites, icons and illustrations), sound effects, music and localized text were created with the help of generative AI tools, then edited, curated and reviewed by the developer. No content is generated by AI during gameplay.
The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime.
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play.
Generative AI was used only to help draft and polish English store-page text, as English is not my first language. No game assets, images, sound effects, or music were generated using generative AI. Screenshots show actual gameplay, and promotional artwork uses in-game renders. The game does not generate AI content during gameplay or connect to external AI services.
The visuals, music, sound effects, store art, trailer and text for CYBERBIKES were made with the help of AI under my direction, built in code with Blender and Godot. LINK's voice is pre-recorded text-to-speech from the open Kokoro model. Nothing is generated while you play.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
Generative AI was used extensively to create this game's artwork, music, sound effects, text, and localization, as well as its Steam store page assets and marketing materials.
AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license.
Some Beamline pixel art and localization were created or revised with generative AI assistance. Beamline does not use generative AI at runtime or connect to external AI services.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
Generative AI tools were used during development to create some artwork, 3D assets, music, sound effects and localization text. These assets are prepared before release. The game does not generate AI content during play or connect to external AI services.
This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service.
AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay.
Some content in this game was created with the help of generative AI tools during development: sound effects, the English translation, some 3D assets and parts of the store page text. All of it was reviewed and edited by the developer. The game does not generate any content with AI while you play.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game.
Some included character, animal, creature and sample images were created with generative AI and then edited and prepared for the product. Generative AI also assisted with localization. MEMEMINT does not generate new images or text with generative AI during use and does not connect to a third-party generative AI service. Its local background-removal feature uses a non-generative segmentation model.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during development to create and refine some pre-generated content, including UI artwork and icons, selected 3D models and textures, music, character and dealer voice lines, and localized text. Tools used include OpenAI image generation and Codex, Meshy, Suno, and Alibaba Cloud Model Studio. All AI-assisted content was reviewed, curated, and edited before inclusion. The game does not generate AI content at runtime or connect to generative AI services during play.
Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model.
Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game.
The images and the video on this store page are captured from the running game.
Generative AI tools were used during development to assist in creating some artwork, text, and localization used in the game. All AI-assisted content was reviewed, selected, and edited by the developer before being included in the game. No generative AI is used during gameplay.
This game uses generative AI to create pre-generated content that ships with the game: character and monster artwork, backgrounds and other images, the logo, negotiation dialogue text, and level design. The store page text and marketing images are also created with AI assistance. No AI content is generated live while you play.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.