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 to assist in the creation and enhancement of selected promotional artwork and Store Page imagery. All generated materials were reviewed, edited, and curated by the development team. The game itself does not use generative AI to create content dynamically during gameplay.
Some assets in Crown Cribbage were made with the help of generative AI tools:
- in-game music was generated with AI music tools
- capsule/key art
- marketing copy drafts
- assistance with programming
One point of emphasis:
The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by
difficulty.
They see only what you see. They do not look at your hand, and nothing about them is generated while you play.
No AI content of any kind is created during a match.
AI was used on a limited basis to assist with the refinement of certain visual designs. All VHS artwork and other licensed imagery is based on artwork created by human artists, and we hold the appropriate licenses for all third-party images used.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Parts of the written text on this store page were drafted with the help of an AI assistant and then reviewed and edited by us before publishing.
No generative AI is used inside the game itself. The artwork, audio and video in Dubbed are made by us or performed by the players, and nothing is generated at runtime.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
We used AI image-generation tools to help create some 2D art assets in the game, such as in-game banners, posters, and signage. All AI-assisted content was reviewed and edited by the developer.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Portions of this game's code were written with the assistance of an AI coding tool, working under the developer's direction, with all output reviewed, tested, and integrated by hand. All artwork, animation, music, and sound effects are human-created licensed assets — no AI-generated art or audio is used. The game does not generate any content with AI at runtime; computer opponents use traditional hand-written game logic.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
Generative AI may have been used in creating pre-rendered content for this game. All such content is the result of a human-led artistic and creative process
Generative AI tools were used during development to create initial concepts for background music tracks and 2D loading screen artwork. These concepts were heavily reworked, re-edited, and finalized by human artists before being integrated as static files into the game build.
Players who prefer a completely traditional experience can completely disable all AI-assisted art and music via a toggle in the game's settings menu.
This game does not use any real-time or live generative AI. No content is generated dynamically during gameplay.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage.
The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play.
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
This game uses generative AI tools in parts of its production.
- Some 3D models: generated with AI tools as a base. Shape edits, UV unwrapping, texturing, rigging, animation and facial setup are done by the developer.
- Some image assets such as textures: generated with AI tools, then applied and adjusted by the developer.
- English text: machine-translated from the Japanese original and reviewed by the developer.
Game design, systems, and gameplay tuning are all done by the developer.
Some store page and marketing artwork in this game was created with the help of generative AI tools. Game text localization into languages other than English and Korean was produced with AI-assisted translation and reviewed before shipping. All AI-generated content is pre-generated during development; the game does not generate any content live at runtime.
Some in-game 2D assets (item and UI icons) and marketing materials (store capsule artwork and logo) were created with the help of generative AI image tools and then edited by hand. All code, level design, 3D assets and gameplay systems are authored by the developer. No content is generated by AI during gameplay.
This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound.
Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service.
Some of the artwork in this game was created with the help of generative AI (Google Gemini). All AI-generated assets are pre-rendered and shipped with the game; no content is generated in real time during gameplay.
Some of the 2D images in SplatStick were created with the help of generative AI tools and then edited by hand. Parts of the source code and the in-game interface text were written with the help of an AI coding assistant.
Everything else is made by people: sound effects, particle effects and fonts come from licensed third-party asset packs.
The game does not use generative AI while you play. Nothing is generated at runtime.
Some pre-generated game assets, artwork and translations were created or assisted using generative AI. All AI-generated content has been reviewed, edited and integrated by the developer. QuizForge does not use generative AI to create live in-game content during gameplay.
Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product.
Parts of this game's development — including some code, scene layouts, texts and translations — were created with the assistance of generative AI tools under developer supervision. No content is generated by AI at runtime; everything was prepared in advance and reviewed by hand.
Generative AI tools were used to assist in the creation and enhancement of selected promotional artwork and Store Page imagery. All generated materials were reviewed, edited, and curated by the development team. The game itself does not use generative AI to create content dynamically during gameplay.
Some assets in Crown Cribbage were made with the help of generative AI tools:
- in-game music was generated with AI music tools
- capsule/key art
- marketing copy drafts
- assistance with programming
One point of emphasis:
The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by
difficulty.
They see only what you see. They do not look at your hand, and nothing about them is generated while you play.
No AI content of any kind is created during a match.
AI was used on a limited basis to assist with the refinement of certain visual designs. All VHS artwork and other licensed imagery is based on artwork created by human artists, and we hold the appropriate licenses for all third-party images used.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Parts of the written text on this store page were drafted with the help of an AI assistant and then reviewed and edited by us before publishing.
No generative AI is used inside the game itself. The artwork, audio and video in Dubbed are made by us or performed by the players, and nothing is generated at runtime.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
We used AI image-generation tools to help create some 2D art assets in the game, such as in-game banners, posters, and signage. All AI-assisted content was reviewed and edited by the developer.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Portions of this game's code were written with the assistance of an AI coding tool, working under the developer's direction, with all output reviewed, tested, and integrated by hand. All artwork, animation, music, and sound effects are human-created licensed assets — no AI-generated art or audio is used. The game does not generate any content with AI at runtime; computer opponents use traditional hand-written game logic.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
Generative AI may have been used in creating pre-rendered content for this game. All such content is the result of a human-led artistic and creative process
Generative AI tools were used during development to create initial concepts for background music tracks and 2D loading screen artwork. These concepts were heavily reworked, re-edited, and finalized by human artists before being integrated as static files into the game build.
Players who prefer a completely traditional experience can completely disable all AI-assisted art and music via a toggle in the game's settings menu.
This game does not use any real-time or live generative AI. No content is generated dynamically during gameplay.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage.
The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play.
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
This game uses generative AI tools in parts of its production.
- Some 3D models: generated with AI tools as a base. Shape edits, UV unwrapping, texturing, rigging, animation and facial setup are done by the developer.
- Some image assets such as textures: generated with AI tools, then applied and adjusted by the developer.
- English text: machine-translated from the Japanese original and reviewed by the developer.
Game design, systems, and gameplay tuning are all done by the developer.
Some store page and marketing artwork in this game was created with the help of generative AI tools. Game text localization into languages other than English and Korean was produced with AI-assisted translation and reviewed before shipping. All AI-generated content is pre-generated during development; the game does not generate any content live at runtime.
Some in-game 2D assets (item and UI icons) and marketing materials (store capsule artwork and logo) were created with the help of generative AI image tools and then edited by hand. All code, level design, 3D assets and gameplay systems are authored by the developer. No content is generated by AI during gameplay.
This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound.
Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service.
Some of the artwork in this game was created with the help of generative AI (Google Gemini). All AI-generated assets are pre-rendered and shipped with the game; no content is generated in real time during gameplay.
Some of the 2D images in SplatStick were created with the help of generative AI tools and then edited by hand. Parts of the source code and the in-game interface text were written with the help of an AI coding assistant.
Everything else is made by people: sound effects, particle effects and fonts come from licensed third-party asset packs.
The game does not use generative AI while you play. Nothing is generated at runtime.
Some pre-generated game assets, artwork and translations were created or assisted using generative AI. All AI-generated content has been reviewed, edited and integrated by the developer. QuizForge does not use generative AI to create live in-game content during gameplay.
Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product.
Parts of this game's development — including some code, scene layouts, texts and translations — were created with the assistance of generative AI tools under developer supervision. No content is generated by AI at runtime; everything was prepared in advance and reviewed by hand.