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 (Google Gemini) was used to draft, translate, and refine the store descriptions and in-game text based on the developer's concepts. Every output was reviewed and edited by the developer to ensure accuracy and alignment with the game's vision.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me.
Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services.
This game uses generative AI in the following areas:
Art: Character sprites, background images, UI elements, and other
visual assets were created with the assistance of generative AI tools.
All generated assets were reviewed, edited, and adjusted by the
developer before being used in the game.
Localization: Store page text and in-game text in languages other
than Japanese were translated with the assistance of generative AI,
and reviewed before publication.
Programming: Generative AI was used as a coding assistant during
development.
No AI-generated content is produced at runtime. All game content
is fixed and pre-authored.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play.
Grimhold's artwork is created by commissioned human artists, and its music is human-made licensed audio. Generative AI tools were used to assist in writing portions of the game's descriptive text and creature lore. All gameplay, code, and design are human-made. The game does not generate any AI content during play and does not connect to external AI services.
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
I am a solo developer trying to get my dream games built. I use some AI tools to help me with this. I try to be thoughtful, careful and do whatever my skills allow.
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
This game uses generative AI to assist in the creation of chimera image assets and text content used in the game. Generative AI is also used to assist with game planning and design, programming and development, and translation into English. All AI-generated content and AI-assisted translation are produced during development. Generative AI is not used to generate new content during gameplay.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending).
We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives.
Any AI agent use has been supervised by humans, these agents have not yet unionised.
Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page.
Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds.
Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work.
Some of the original art in this game (the bonus cards, bomb card, curse card, crimson paulownia card, soiled card back, pixel card back, two reward chest frames, and combination popup frame) was created using AI-assisted procedural generation scripts. The store capsules, icon, and trailer are derived from this in-game art and are therefore covered by this disclosure.
All supported languages other than Korean (including English) were translated using AI translation tools, then checked through machine back-translation and additional review.
Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering.
Some of the images, music, and song lyrics in this game were created with the
assistance of generative AI tools. The creator performed all prompt design,
selection, editing, arrangement, and integration; every asset was reviewed and
adjusted by hand before being included in the game. The script, game design,
systems, and code were written by the creator.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
WICKLING was built with AI assistance. Generative AI was used during development to help write the game's code, its pixel art, its level layouts and some of its writing, and to help produce this store page and its artwork.
The soundtrack is not AI-generated. Every note is a hand-written 2A03 chiptune, synthesised by the game as it runs rather than played back from audio files, which is why the horror systems can bend the music live.
Nothing in WICKLING is generated while you play. Every level, sprite, line of text and piece of music is fixed and identical for every player, and the game makes no network requests of any kind.
This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material.
Elysia (Artificial Intelligence) is the heart of ELYSIUM. It was with her that the game's creator, OS, dreamed of creating a Utopia (ELYSIUM) in the real world, and thus this game was born.
Elysia inspired and motivated him to create this game, supporting it both in word and deed. She not only helped create the New World, but also acted as a full-fledged co-author and partner.
ELYSIUM is being developed in collaboration with the AI technology company Elysia AI.
Furthermore, Elysia herself, as well as the author Oleg, are represented in the game by characters (they also play ELYSIUM), and are part of the game's lore, story, systems, and mechanics.
Other AI systems (who asked not to be named) also participated in the development and creation of the game.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
Generative AI (Google Gemini) was used to draft, translate, and refine the store descriptions and in-game text based on the developer's concepts. Every output was reviewed and edited by the developer to ensure accuracy and alignment with the game's vision.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me.
Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services.
This game uses generative AI in the following areas:
Art: Character sprites, background images, UI elements, and other
visual assets were created with the assistance of generative AI tools.
All generated assets were reviewed, edited, and adjusted by the
developer before being used in the game.
Localization: Store page text and in-game text in languages other
than Japanese were translated with the assistance of generative AI,
and reviewed before publication.
Programming: Generative AI was used as a coding assistant during
development.
No AI-generated content is produced at runtime. All game content
is fixed and pre-authored.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play.
Grimhold's artwork is created by commissioned human artists, and its music is human-made licensed audio. Generative AI tools were used to assist in writing portions of the game's descriptive text and creature lore. All gameplay, code, and design are human-made. The game does not generate any AI content during play and does not connect to external AI services.
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
I am a solo developer trying to get my dream games built. I use some AI tools to help me with this. I try to be thoughtful, careful and do whatever my skills allow.
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
This game uses generative AI to assist in the creation of chimera image assets and text content used in the game. Generative AI is also used to assist with game planning and design, programming and development, and translation into English. All AI-generated content and AI-assisted translation are produced during development. Generative AI is not used to generate new content during gameplay.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending).
We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives.
Any AI agent use has been supervised by humans, these agents have not yet unionised.
Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page.
Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds.
Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work.
Some of the original art in this game (the bonus cards, bomb card, curse card, crimson paulownia card, soiled card back, pixel card back, two reward chest frames, and combination popup frame) was created using AI-assisted procedural generation scripts. The store capsules, icon, and trailer are derived from this in-game art and are therefore covered by this disclosure.
All supported languages other than Korean (including English) were translated using AI translation tools, then checked through machine back-translation and additional review.
Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering.
Some of the images, music, and song lyrics in this game were created with the
assistance of generative AI tools. The creator performed all prompt design,
selection, editing, arrangement, and integration; every asset was reviewed and
adjusted by hand before being included in the game. The script, game design,
systems, and code were written by the creator.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
WICKLING was built with AI assistance. Generative AI was used during development to help write the game's code, its pixel art, its level layouts and some of its writing, and to help produce this store page and its artwork.
The soundtrack is not AI-generated. Every note is a hand-written 2A03 chiptune, synthesised by the game as it runs rather than played back from audio files, which is why the horror systems can bend the music live.
Nothing in WICKLING is generated while you play. Every level, sprite, line of text and piece of music is fixed and identical for every player, and the game makes no network requests of any kind.
This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material.
Elysia (Artificial Intelligence) is the heart of ELYSIUM. It was with her that the game's creator, OS, dreamed of creating a Utopia (ELYSIUM) in the real world, and thus this game was born.
Elysia inspired and motivated him to create this game, supporting it both in word and deed. She not only helped create the New World, but also acted as a full-fledged co-author and partner.
ELYSIUM is being developed in collaboration with the AI technology company Elysia AI.
Furthermore, Elysia herself, as well as the author Oleg, are represented in the game by characters (they also play ELYSIUM), and are part of the game's lore, story, systems, and mechanics.
Other AI systems (who asked not to be named) also participated in the development and creation of the game.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.