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.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service.
Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art.
The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction.
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.
Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay.
Most of the game's 2D art assets — including monster sprites, map backgrounds, skill and skill tree icons, achievement icons, and store/marketing key art — were created with the assistance of generative AI image tools and then reviewed and edited by the developer. Portions of the localization text (store page and in-game translations) were produced with AI assistance under human review. The game does not generate any content with AI at runtime.
Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay.
Generative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience.
AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop.
As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting!
That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay.
This game uses generative AI for some of its text content — achievement names and descriptions, story fragments, and flavor text were generated with AI assistance during development, along with parts of this store page. The game's art and sound are not AI-generated: every visual is procedural code (vector shapes, no images or bitmaps), and every sound is synthesized in real time — nothing recorded, nothing AI-generated.
Used AI to over optimize the performance of the game as it is very painful to have 1000 monsters with real physics on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven
Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. These assets were reviewed and integrated by the developer as part of the game's overall art direction.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
Pre-generated AI was used to assist in the creation of promotional artwork and Steam store assets. No live-generated AI content is used during gameplay. Players do not interact with AI-generated systems while playing the game.
Generated code is applied to:
Create some shaders (like smoke and vertex snapping)
Procedurally draw billboard objects like pins and balls.
Procedurally produce sfx like pin knock sounds.
Some Store art is temporary generative concept art.
In-game Graffiti is hand drawn and not a product of generative AI.
Generative AI tools were used during development to create pre-generated visual assets, UI graphics, in-game text, character content, fictional file contents, audio, and localization. All AI-generated content was reviewed and edited by the development team before being included in the game. The game does not use generative AI at runtime or generate content live for players.
Verilight incorporates generative AI as part of its development pipeline for creating draft artwork, music, text, and programming assistance. All AI-generated material is manually reviewed, edited, refined, and integrated by the developer before being included in the final game. Artwork is transformed into the game's pixel-art style, music is manually arranged and adapted for each biome, and code is reviewed and modified before implementation. The game does not generate AI content during gameplay and does not connect to external AI services.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
Portions of this game's content were created with generative AI assistance under human direction and review: in-game text (social feed posts, event copy), localization into 8 languages, and marketing materials including the trailer. All AI-assisted content was reviewed by the developer. The game does not generate AI content at runtime.
AI-Generated code has been used to help speed up development, debug code, and optimize core systems. All engine architecture, structural logic, and tool designs remain fully custom-built from scratch. The final compiled software consists entirely of human-written and human-reviewed code to ensure strict stability, performance, and integrity.
In this game, generative AI is used for the following purposes:
・Selecting options based on voice commands input by the user
・Generating portions of the display text
・Generating portions of the narration script
・The narration audio is created using a speech synthesis engine; generative AI is not used.
This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it.
This application uses AI tools in parts of its development process, including the creation of artwork used in the game and on the store page, the writing of the dialogue text shown by the characters, the tuning of behaviour algorithms, and the translation of the store page into multiple languages. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay.
Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated.
As an indie dev, I leveraged AI to create this game. Some voices are AI-generated. Concept art was generated for inspiration and then built from scratch.
Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz.
Gravemaw's music was generated with Suno AI and its sound effects with
Stable Audio Open, then edited by hand — trimmed, loop-pointed and mixed —
before being placed in the game. Some store and marketing artwork was also
produced with AI assistance.
Every generated asset was reviewed by the developer before shipping. Nothing
is generated while you play: the game runs fully offline and all content is
baked into the build.
AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation.
We used generative AI tools to create the video content shown on the in-game pinball machine, and some of the promotional assets on our store page. All AI-generated content is reviewed by our team before release.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service.
Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art.
The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction.
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.
Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay.
Most of the game's 2D art assets — including monster sprites, map backgrounds, skill and skill tree icons, achievement icons, and store/marketing key art — were created with the assistance of generative AI image tools and then reviewed and edited by the developer. Portions of the localization text (store page and in-game translations) were produced with AI assistance under human review. The game does not generate any content with AI at runtime.
Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay.
Generative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience.
AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop.
As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting!
That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay.
This game uses generative AI for some of its text content — achievement names and descriptions, story fragments, and flavor text were generated with AI assistance during development, along with parts of this store page. The game's art and sound are not AI-generated: every visual is procedural code (vector shapes, no images or bitmaps), and every sound is synthesized in real time — nothing recorded, nothing AI-generated.
Used AI to over optimize the performance of the game as it is very painful to have 1000 monsters with real physics on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven
Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. These assets were reviewed and integrated by the developer as part of the game's overall art direction.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
Pre-generated AI was used to assist in the creation of promotional artwork and Steam store assets. No live-generated AI content is used during gameplay. Players do not interact with AI-generated systems while playing the game.
Generated code is applied to:
Create some shaders (like smoke and vertex snapping)
Procedurally draw billboard objects like pins and balls.
Procedurally produce sfx like pin knock sounds.
Some Store art is temporary generative concept art.
In-game Graffiti is hand drawn and not a product of generative AI.
Generative AI tools were used during development to create pre-generated visual assets, UI graphics, in-game text, character content, fictional file contents, audio, and localization. All AI-generated content was reviewed and edited by the development team before being included in the game. The game does not use generative AI at runtime or generate content live for players.
Verilight incorporates generative AI as part of its development pipeline for creating draft artwork, music, text, and programming assistance. All AI-generated material is manually reviewed, edited, refined, and integrated by the developer before being included in the final game. Artwork is transformed into the game's pixel-art style, music is manually arranged and adapted for each biome, and code is reviewed and modified before implementation. The game does not generate AI content during gameplay and does not connect to external AI services.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
Portions of this game's content were created with generative AI assistance under human direction and review: in-game text (social feed posts, event copy), localization into 8 languages, and marketing materials including the trailer. All AI-assisted content was reviewed by the developer. The game does not generate AI content at runtime.
AI-Generated code has been used to help speed up development, debug code, and optimize core systems. All engine architecture, structural logic, and tool designs remain fully custom-built from scratch. The final compiled software consists entirely of human-written and human-reviewed code to ensure strict stability, performance, and integrity.
In this game, generative AI is used for the following purposes:
・Selecting options based on voice commands input by the user
・Generating portions of the display text
・Generating portions of the narration script
・The narration audio is created using a speech synthesis engine; generative AI is not used.
This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it.
This application uses AI tools in parts of its development process, including the creation of artwork used in the game and on the store page, the writing of the dialogue text shown by the characters, the tuning of behaviour algorithms, and the translation of the store page into multiple languages. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay.
Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated.
As an indie dev, I leveraged AI to create this game. Some voices are AI-generated. Concept art was generated for inspiration and then built from scratch.
Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz.
Gravemaw's music was generated with Suno AI and its sound effects with
Stable Audio Open, then edited by hand — trimmed, loop-pointed and mixed —
before being placed in the game. Some store and marketing artwork was also
produced with AI assistance.
Every generated asset was reviewed by the developer before shipping. Nothing
is generated while you play: the game runs fully offline and all content is
baked into the build.
AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation.
We used generative AI tools to create the video content shown on the in-game pinball machine, and some of the promotional assets on our store page. All AI-generated content is reviewed by our team before release.