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.
Erevael is made by a solo developer who uses generative AI as part of the development process. The following player-facing content is created with AI and reviewed by the developer before release:
- Visual art, including assets used in the procedurally generated world.
- Localization: translations are machine-generated and have not yet been professionally reviewed.
Music and sound effects are sourced from licensed, human-made libraries and are not AI-generated. AI coding assistants are also used during development.
The AI-generated art is a starting point. If the game finds an audience, the plan is to replace it with work from human artists in a free update for everyone, while keeping the original art available as an optional mod.
All AI-generated content in this game (including videos, store page images, background music, etc.) is generated by the developer locally using legally authorized AI tools, and has undergone deep manual modification, optimization, and integration.
We do not provide players with any AI generation tools or real-time generation features, so there is no risk of players generating copyrighted material.
All materials are created by the developer themselves or processed based on legally authorized resources, ensuring no infringement of any third-party copyrights.
All AI-assisted generated materials are manually reviewed and modified by the developer before use, ensuring that the final presented content complies with Steam content policies and copyright requirements;
Strictly avoid using copyrighted training data or materials as AI input;
The game does not contain any user-generated content (UGC) or AI generation tools, and players cannot generate new materials in the game;
If there are future updates, we will continue to comply with Steam's relevant rules and update the content questionnaire in a timely manner.
Feierabend Poker is developed by a solo creator with the help of AI tools. The story and character dialogue are written with AI assistance and then reviewed and edited by the developer. The game's visuals are 2D vector graphics drawn directly in code rather than produced by image generators, and all sound is created procedurally in code. No AI generates content live while you play.
This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer.
100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.
We use claude/codex to help us translate our story to other languages. Members of the development team speak these languages:
- English
- Romanian
Outside of these languages, all story is translated with the help of AI. The narrative itself is being written by one of the developers and without the help of AI
This game has AI generated images (including the community items) and other AI made components. If you are sensitive about AI generated content please do not purchase this game.
[1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。
Generative artificial intelligence has been used to create and assist with pre-rendered graphic assets included in the final product. Specifically, it was employed to generate loading screen illustrations, the cover art design (acting as a filter), and sprites for certain enemies and minor environmental elements. All content was reviewed, edited, and statically packaged prior to distribution and use in the game.
English (AI Disclosure)
This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release.
The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer.
Portions of the game's visual assets were created with the assistance of generative AI and subsequently reviewed, edited, and integrated by the developer. All gameplay systems, game design, programming, balancing, and final implementation were developed by the developer.
I used AI to help review code and check for any bugs. Also a few small pieces of art that will be changed/updated by release while we get artists commissioned.
As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game.
These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows.
Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play.
Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI.
Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy.
Hammered Heroes is a solo-developed game, with all design, direction, and gameplay built by one developer. Some 2D art assets (such as sprites and capsule art) were created with the help of generative AI image tools, then edited and assembled by the developer.
Arcadia Unbound does not use AI-generated artwork, music, sound effects, voice acting, story content, quests, localization, or character dialogue.
Arcadia Unbound uses a locally running language model as part of the AURA Framework to interpret player speech during specific conversation sequences. The model analyzes player intent and conversational context, and then selects from developer-authored dialogue responses and narrative outcomes.
All artwork, music, voice acting, story content, character dialogue, and gameplay content presented to players are created and curated by the development team and performed by professional voice actors where applicable. No AI system generates any type of dialogue, story events, artwork, audio, or player-facing content.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
The Darkened Northern Lights uses generative AI to help create some of the content that ships with the game:
Artwork: many of the game's pixel-art characters and graphics were made with the help of an AI art tool.
Sound: some of the game's audio was created with the help of AI.
Text and localization: parts of the game's text and its Finnish and English translations were produced with the help of AI.
All of this content was reviewed by the developer and is fixed - it does not change while you play. The game does not generate any content live during gameplay. An optional feature that generates extra storybook tales may be added in a future update; if so, this notice will be updated.
While developing this game I used AI Tools to assist in many aspects of the game creation process. I used MidJourney to create background images, Mureka to create the sound track, and Ludo to generate sprites.
All game design, logic, formulas, gameplay modes, powers, balancing, etc. I handled myself over months of development time.
This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization).
AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand.
During the early stages of development, generative AI was used to create prototypes for some visual assets. These assets were manually redrawn and revised by the developer before being included in the game.
This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI.
The game uses artificial intelligence to control characters behavior and deliver an adaptive fairytale plot.
The models, sounds, maps, and other assets are created by real people, with love and care.
Some background and environmental artwork in this game was created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. All story content, dialogue, characters, and game design were created by the developer.
Cogfall was developed solo by Nodding Panda Studios. To bring the steampunk Clockwork Kingdom to life, AI tools were used to generate artwork and music under the creative direction of the developer. Every image and track was intentionally prompted, selected, and refined to fit the game's vision — AI served as a creative tool, not a replacement for creative decisions. All gameplay systems, code, game design, writing, and balancing were created entirely by the developer.
The Heretic's Seal uses generative AI for some pre-rendered art assets, including character portraits, enemy and NPC illustrations, world map and biome backgrounds, and select promotional video clips. As a one-person studio, AI tooling lets a single developer ship dungeon-crawler-scale art volume.
All gameplay systems, game design, narrative writing, code, level design, and runtime visuals are created by the developer. No AI runs during gameplay — every system, decision, and reaction in-game is hand-crafted code.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
Generative AI tools were used in a supporting role during certain parts of the development of this game. Their primary uses included programming assistance (such as code generation and debugging), the creation of some image assets used on the Steam Store page and in the game, the creation of source material for some background music and sound effects, and assistance with the translation and refinement of certain text.
AI-generated image and audio materials were not used as-is. The development team reviewed all such materials and, where necessary, retouched, cropped, color-corrected, resized, adjusted, or otherwise edited them to ensure they were suitable for the game.
Any text for which generative AI was used to assist with translation or wording was reviewed by the development team for context and accuracy, and revised as necessary before being used.
We understand that some players may have questions or concerns about the use of generative AI, and that it may be an important factor when deciding whether to purchase or play a game. By describing the extent of its use in this title as clearly as possible, we hope to provide helpful information for making that decision.
Please note that generative AI is not used during gameplay to generate new text, images, audio, dialogue, quests, or other game content in response to player input.
We have carefully crafted a complete set of NPC dialogue without the use of AI. At the same time, we are experimenting with an additional feature powered by AI large language models, allowing players to freely converse with their favorite NPCs. This is an exploratory feature that exists entirely separately from the traditional game content.
These experimental elements are intended to offer players a new additional experience and will not affect the complete single-player experience. Whether this feature will be included in the final release has not yet been decided. Even if it is ultimately implemented, it will be optional rather than required.
This game uses AI-generated content solely for the creation of artificial voices in which voices where either generated with text-to-speech software or AI-generated voices were applied on top of human-recorded voice actors and actresses.
Erevael is made by a solo developer who uses generative AI as part of the development process. The following player-facing content is created with AI and reviewed by the developer before release:
- Visual art, including assets used in the procedurally generated world.
- Localization: translations are machine-generated and have not yet been professionally reviewed.
Music and sound effects are sourced from licensed, human-made libraries and are not AI-generated. AI coding assistants are also used during development.
The AI-generated art is a starting point. If the game finds an audience, the plan is to replace it with work from human artists in a free update for everyone, while keeping the original art available as an optional mod.
All AI-generated content in this game (including videos, store page images, background music, etc.) is generated by the developer locally using legally authorized AI tools, and has undergone deep manual modification, optimization, and integration.
We do not provide players with any AI generation tools or real-time generation features, so there is no risk of players generating copyrighted material.
All materials are created by the developer themselves or processed based on legally authorized resources, ensuring no infringement of any third-party copyrights.
All AI-assisted generated materials are manually reviewed and modified by the developer before use, ensuring that the final presented content complies with Steam content policies and copyright requirements;
Strictly avoid using copyrighted training data or materials as AI input;
The game does not contain any user-generated content (UGC) or AI generation tools, and players cannot generate new materials in the game;
If there are future updates, we will continue to comply with Steam's relevant rules and update the content questionnaire in a timely manner.
Feierabend Poker is developed by a solo creator with the help of AI tools. The story and character dialogue are written with AI assistance and then reviewed and edited by the developer. The game's visuals are 2D vector graphics drawn directly in code rather than produced by image generators, and all sound is created procedurally in code. No AI generates content live while you play.
This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer.
100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.
We use claude/codex to help us translate our story to other languages. Members of the development team speak these languages:
- English
- Romanian
Outside of these languages, all story is translated with the help of AI. The narrative itself is being written by one of the developers and without the help of AI
This game has AI generated images (including the community items) and other AI made components. If you are sensitive about AI generated content please do not purchase this game.
[1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。
Generative artificial intelligence has been used to create and assist with pre-rendered graphic assets included in the final product. Specifically, it was employed to generate loading screen illustrations, the cover art design (acting as a filter), and sprites for certain enemies and minor environmental elements. All content was reviewed, edited, and statically packaged prior to distribution and use in the game.
English (AI Disclosure)
This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release.
The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer.
Portions of the game's visual assets were created with the assistance of generative AI and subsequently reviewed, edited, and integrated by the developer. All gameplay systems, game design, programming, balancing, and final implementation were developed by the developer.
I used AI to help review code and check for any bugs. Also a few small pieces of art that will be changed/updated by release while we get artists commissioned.
As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game.
These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows.
Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play.
Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI.
Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy.
Hammered Heroes is a solo-developed game, with all design, direction, and gameplay built by one developer. Some 2D art assets (such as sprites and capsule art) were created with the help of generative AI image tools, then edited and assembled by the developer.
Arcadia Unbound does not use AI-generated artwork, music, sound effects, voice acting, story content, quests, localization, or character dialogue.
Arcadia Unbound uses a locally running language model as part of the AURA Framework to interpret player speech during specific conversation sequences. The model analyzes player intent and conversational context, and then selects from developer-authored dialogue responses and narrative outcomes.
All artwork, music, voice acting, story content, character dialogue, and gameplay content presented to players are created and curated by the development team and performed by professional voice actors where applicable. No AI system generates any type of dialogue, story events, artwork, audio, or player-facing content.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
The Darkened Northern Lights uses generative AI to help create some of the content that ships with the game:
Artwork: many of the game's pixel-art characters and graphics were made with the help of an AI art tool.
Sound: some of the game's audio was created with the help of AI.
Text and localization: parts of the game's text and its Finnish and English translations were produced with the help of AI.
All of this content was reviewed by the developer and is fixed - it does not change while you play. The game does not generate any content live during gameplay. An optional feature that generates extra storybook tales may be added in a future update; if so, this notice will be updated.
While developing this game I used AI Tools to assist in many aspects of the game creation process. I used MidJourney to create background images, Mureka to create the sound track, and Ludo to generate sprites.
All game design, logic, formulas, gameplay modes, powers, balancing, etc. I handled myself over months of development time.
This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization).
AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand.
During the early stages of development, generative AI was used to create prototypes for some visual assets. These assets were manually redrawn and revised by the developer before being included in the game.
This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI.
The game uses artificial intelligence to control characters behavior and deliver an adaptive fairytale plot.
The models, sounds, maps, and other assets are created by real people, with love and care.
Some background and environmental artwork in this game was created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. All story content, dialogue, characters, and game design were created by the developer.
Cogfall was developed solo by Nodding Panda Studios. To bring the steampunk Clockwork Kingdom to life, AI tools were used to generate artwork and music under the creative direction of the developer. Every image and track was intentionally prompted, selected, and refined to fit the game's vision — AI served as a creative tool, not a replacement for creative decisions. All gameplay systems, code, game design, writing, and balancing were created entirely by the developer.
The Heretic's Seal uses generative AI for some pre-rendered art assets, including character portraits, enemy and NPC illustrations, world map and biome backgrounds, and select promotional video clips. As a one-person studio, AI tooling lets a single developer ship dungeon-crawler-scale art volume.
All gameplay systems, game design, narrative writing, code, level design, and runtime visuals are created by the developer. No AI runs during gameplay — every system, decision, and reaction in-game is hand-crafted code.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
Generative AI tools were used in a supporting role during certain parts of the development of this game. Their primary uses included programming assistance (such as code generation and debugging), the creation of some image assets used on the Steam Store page and in the game, the creation of source material for some background music and sound effects, and assistance with the translation and refinement of certain text.
AI-generated image and audio materials were not used as-is. The development team reviewed all such materials and, where necessary, retouched, cropped, color-corrected, resized, adjusted, or otherwise edited them to ensure they were suitable for the game.
Any text for which generative AI was used to assist with translation or wording was reviewed by the development team for context and accuracy, and revised as necessary before being used.
We understand that some players may have questions or concerns about the use of generative AI, and that it may be an important factor when deciding whether to purchase or play a game. By describing the extent of its use in this title as clearly as possible, we hope to provide helpful information for making that decision.
Please note that generative AI is not used during gameplay to generate new text, images, audio, dialogue, quests, or other game content in response to player input.
We have carefully crafted a complete set of NPC dialogue without the use of AI. At the same time, we are experimenting with an additional feature powered by AI large language models, allowing players to freely converse with their favorite NPCs. This is an exploratory feature that exists entirely separately from the traditional game content.
These experimental elements are intended to offer players a new additional experience and will not affect the complete single-player experience. Whether this feature will be included in the final release has not yet been decided. Even if it is ultimately implemented, it will be optional rather than required.
This game uses AI-generated content solely for the creation of artificial voices in which voices where either generated with text-to-speech software or AI-generated voices were applied on top of human-recorded voice actors and actresses.