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 as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to create many pre-generated 3D models and textures, including armor, weapons, shields, and other equipment assets. Generative AI was also used to assist with some store and marketing artwork. All AI-assisted content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service while running.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Pre-generated AI image tools were used to assist in creating concepts and final assets for the game's logo, store capsule images, and promotional graphics. No live-generated AI content is used within the actual gameplay.
Some of the game’s visual assets were created with the assistance of generative AI. All generated artwork is reviewed, edited, refined, and adapted by the development team to maintain a consistent visual identity and ensure that it matches the game’s artistic direction and design choices.
This approach was necessary due to the high cost of commissioning the full amount of artwork required from one or more professional artists or illustrators. Using AI-assisted tools helped keep the project financially viable, speed up production, and bring the game to players sooner while preserving a cohesive and recognizable style.
These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future.
Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game.
I have used generative AI for some parts or sections of the trailer creation and some voices or images used inside the game itself. All the code and inner workings of the game have been created by a person.
- All in-game art was hand-drawn by several artists
- The game cover and logo were hand-drawn by an artist
- Translations from English into other languages were partially done using artificial intelligence, because hiring professional translators is expensive for us, and they often rely heavily on AI for their translations. So if you notice an error in the text, please let us know so we can correct it.
- Some of the background music was created using AI
Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping.
All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions.
Some pre-created content in SPELLSTEEL was developed with the assistance of generative AI as part of a human-directed creative process. SPELLSTEEL does not use generative AI to generate gameplay content or player-facing content in real time.
Generative AI tools were used during development to assist with creating some 2D art assets, including certain environment backgrounds, UI decorations, item icons, and store promotional images. All AI-assisted content was reviewed, edited, and integrated by the developer as pre-generated game assets. The game does not generate AI content during gameplay or send player input or personal data to generative AI services.
Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
Portions of this game's code, artwork, music arrangement, and text were created with the assistance of generative AI tools (Anthropic Claude). All AI-assisted content was reviewed, tested, and curated by the developer. The game does not generate any content using AI at runtime.
AI tools were used during development for the following assets:
Steam Store capsule images and marketing art
Game localization and text translations
Select 2D visual assets and graphics in the game
Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP.
Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code.
All output was reviewed and edited by the developer. The game does not generate AI content while running.
Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI.
Generative AI tools were used to create most of the game’s 2D artwork, including sprites and animations for enemies, the player character, towers, relics, and other gameplay elements, as well as promotional materials.
All generated assets were reviewed, edited, refined, and integrated by the developer to maintain a consistent visual direction.
All AI-assisted content is pre-generated; no content is generated using AI during gameplay.
Ai was used to develop the code, artwork, various events, and dialogue in the game. Most player-facing text was reviewed by humans and many of the events and conversations were approved, improved, or rewritten by humans. There is no run-time AI usage, everything was created before the game runs, only standard computer actions are done at runtime. ex. selections and randomization of existing content.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
During development, some in-game surface textures (e.g. ground/terrain tile materials) were created with the assistance of generative AI image tools and then hand-edited and integrated into the game as static assets. All such content is pre-generated and fixed at ship time; the game does not generate any content live at runtime. We have reviewed this content to ensure we have the appropriate rights to use it and that it does not infringe on the rights of others.
This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime.
The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running.
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay.
1453 contains pre-generated AI content: in-game illustrations and short ambient video clips created with generative image/video tools, curated and edited under human art direction and reviewed for historical accuracy. The narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. No AI content is generated at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
About the Use of AI in the Game
AI-assisted tools have been used in various aspects of this project's development process.
Programming: AI-assisted tools were used during the development of game systems, user interfaces, and various technical features. The generated code was reviewed, edited, tested, and adapted to the project's needs by the development team.
Visuals: AI tools were used in the creation of certain concept designs, environment artwork, and visual content. However, all content was reviewed, refined, and adapted to fit the artistic direction of the project by the development team.
Creative Process: The development process generally follows three stages. First, the game concept, environment designs, and core creative decisions are created by the team. AI tools are then used to generate alternative ideas, variations, and more detailed iterations of existing concepts. Finally, all results are reviewed, refined, and improved through manual quality control processes.
For example, some environment designs begin with compositions and layouts created by the team. AI tools may then be used to assist with additional detailing, after which the final adjustments and refinements are completed manually.
Our goal is to use AI as a tool that supports the creative process while ensuring that all creative decisions, project direction, and final quality control remain under human supervision.
Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own.
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.
Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to create many pre-generated 3D models and textures, including armor, weapons, shields, and other equipment assets. Generative AI was also used to assist with some store and marketing artwork. All AI-assisted content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service while running.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Pre-generated AI image tools were used to assist in creating concepts and final assets for the game's logo, store capsule images, and promotional graphics. No live-generated AI content is used within the actual gameplay.
Some of the game’s visual assets were created with the assistance of generative AI. All generated artwork is reviewed, edited, refined, and adapted by the development team to maintain a consistent visual identity and ensure that it matches the game’s artistic direction and design choices.
This approach was necessary due to the high cost of commissioning the full amount of artwork required from one or more professional artists or illustrators. Using AI-assisted tools helped keep the project financially viable, speed up production, and bring the game to players sooner while preserving a cohesive and recognizable style.
These translations were generated with the help of AI. As an indie developer, I currently don't have the budget to hire professional translators, but I hope to do so in the future.
Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game.
I have used generative AI for some parts or sections of the trailer creation and some voices or images used inside the game itself. All the code and inner workings of the game have been created by a person.
- All in-game art was hand-drawn by several artists
- The game cover and logo were hand-drawn by an artist
- Translations from English into other languages were partially done using artificial intelligence, because hiring professional translators is expensive for us, and they often rely heavily on AI for their translations. So if you notice an error in the text, please let us know so we can correct it.
- Some of the background music was created using AI
Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping.
All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions.
Some pre-created content in SPELLSTEEL was developed with the assistance of generative AI as part of a human-directed creative process. SPELLSTEEL does not use generative AI to generate gameplay content or player-facing content in real time.
Generative AI tools were used during development to assist with creating some 2D art assets, including certain environment backgrounds, UI decorations, item icons, and store promotional images. All AI-assisted content was reviewed, edited, and integrated by the developer as pre-generated game assets. The game does not generate AI content during gameplay or send player input or personal data to generative AI services.
Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
Portions of this game's code, artwork, music arrangement, and text were created with the assistance of generative AI tools (Anthropic Claude). All AI-assisted content was reviewed, tested, and curated by the developer. The game does not generate any content using AI at runtime.
AI tools were used during development for the following assets:
Steam Store capsule images and marketing art
Game localization and text translations
Select 2D visual assets and graphics in the game
Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP.
Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code.
All output was reviewed and edited by the developer. The game does not generate AI content while running.
Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI.
Generative AI tools were used to create most of the game’s 2D artwork, including sprites and animations for enemies, the player character, towers, relics, and other gameplay elements, as well as promotional materials.
All generated assets were reviewed, edited, refined, and integrated by the developer to maintain a consistent visual direction.
All AI-assisted content is pre-generated; no content is generated using AI during gameplay.
Ai was used to develop the code, artwork, various events, and dialogue in the game. Most player-facing text was reviewed by humans and many of the events and conversations were approved, improved, or rewritten by humans. There is no run-time AI usage, everything was created before the game runs, only standard computer actions are done at runtime. ex. selections and randomization of existing content.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
During development, some in-game surface textures (e.g. ground/terrain tile materials) were created with the assistance of generative AI image tools and then hand-edited and integrated into the game as static assets. All such content is pre-generated and fixed at ship time; the game does not generate any content live at runtime. We have reviewed this content to ensure we have the appropriate rights to use it and that it does not infringe on the rights of others.
This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime.
The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running.
Generative AI tools were used during the development of The Five Monks as follows:
- Illustrations, icons, and in-game object art: initial images were generated with AI tools, then revised and finalized by hand by the development team. These edited assets ship with the game.
- Creature and character concepts: AI outputs were used as visual reference only. The final in-game art was recreated from scratch by the development team to fit the game's art direction.
- Store page text: portions were drafted with AI assistance and then edited by the team.
The game's music was composed by the development team without generative AI.
AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay.
1453 contains pre-generated AI content: in-game illustrations and short ambient video clips created with generative image/video tools, curated and edited under human art direction and reviewed for historical accuracy. The narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. No AI content is generated at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
About the Use of AI in the Game
AI-assisted tools have been used in various aspects of this project's development process.
Programming: AI-assisted tools were used during the development of game systems, user interfaces, and various technical features. The generated code was reviewed, edited, tested, and adapted to the project's needs by the development team.
Visuals: AI tools were used in the creation of certain concept designs, environment artwork, and visual content. However, all content was reviewed, refined, and adapted to fit the artistic direction of the project by the development team.
Creative Process: The development process generally follows three stages. First, the game concept, environment designs, and core creative decisions are created by the team. AI tools are then used to generate alternative ideas, variations, and more detailed iterations of existing concepts. Finally, all results are reviewed, refined, and improved through manual quality control processes.
For example, some environment designs begin with compositions and layouts created by the team. AI tools may then be used to assist with additional detailing, after which the final adjustments and refinements are completed manually.
Our goal is to use AI as a tool that supports the creative process while ensuring that all creative decisions, project direction, and final quality control remain under human supervision.
Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own.
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.