Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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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.
All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime.
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.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
Portions of the text and visual materials on this Steam store page were partially generated with AI tools. All AI-generated content has been fully reviewed, edited and polished by our development team.
Most 2D art in this game — ships, enemies, bosses, icons and badges — was first created with AI image tools, then selected, edited and finalised by the developer. No AI is used during gameplay.
Some pre-generated visual assets were created with the assistance of generative AI tools during development, including selected skill icons, weapon icons, concept references and promotional art references. All final assets included in the game were reviewed, curated, edited where needed, and integrated by the development team to match the game’s art direction. The game does not use live-generated AI during gameplay.
As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running.
AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content.
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.
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.
Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay.
Generative AI was occasionally used to prototype assets and give ideas\reference for assets. It was also occasionally used to generate normal maps on textures I had created. Sometimes this had disastrous results.
Generative AI was used as an assistive tool during development and for localization support. All such content was reviewed and edited by the developer before inclusion. The game does not generate AI content live during gameplay.
This game does not generate or modify content at runtime.
A small portion of assets (around 20%) was made with the help of some generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards.
Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
Art assets (pre-generated): In-game scene backgrounds, UI icons, and store page promotional images are generated using Doubao as initial drafts. After manual screening, modification, and style unification, they are packaged into the game. All AI-generated art assets have been reviewed manually one by one, confirming that they do not contain any violations such as violence or pornography, and no copyrighted third-party assets have been used as input for generation. The AI tools used all have commercial use licenses.
Code (pre-generated): Some game logic code is generated with AI assistance during the development stage. After manual review, testing, and modification, it is compiled and packaged. The game does not call AI to generate code in real-time during runtime.
During the game's runtime, there is no AI-generated content in real-time. All AI-generated content visible to players are pre-generated static resources.
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators.
This game uses generative artificial intelligence in part to improve development efficiency.
It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages.
However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Some visual assets and promotional artwork used in DuoControl were created or assisted using generative AI and were further refined by our development team. No generative AI is used during gameplay, and players cannot generate AI content within the game.
Generative AI was utilized to compose the background music for this game. I instructed the AI to use string instruments, explained the overall mood of the game, and requested royalty-free music
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.
All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game.
This game features background music generated with AI, used under a commercial license. Some of the supported-language translations were produced with AI assistance. All visual art and game code are hand-authored.
Blast Arena does not use AI to generate gameplay, code, or real-time content. Artificial intelligence was only used during development to help create certain promotional and marketing assets, such as concept art and store visuals. All in-game content and player experiences are fully handcrafted and not AI-generated.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime.
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.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
Portions of the text and visual materials on this Steam store page were partially generated with AI tools. All AI-generated content has been fully reviewed, edited and polished by our development team.
Most 2D art in this game — ships, enemies, bosses, icons and badges — was first created with AI image tools, then selected, edited and finalised by the developer. No AI is used during gameplay.
Some pre-generated visual assets were created with the assistance of generative AI tools during development, including selected skill icons, weapon icons, concept references and promotional art references. All final assets included in the game were reviewed, curated, edited where needed, and integrated by the development team to match the game’s art direction. The game does not use live-generated AI during gameplay.
As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running.
AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content.
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.
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.
Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay.
Generative AI was occasionally used to prototype assets and give ideas\reference for assets. It was also occasionally used to generate normal maps on textures I had created. Sometimes this had disastrous results.
Generative AI was used as an assistive tool during development and for localization support. All such content was reviewed and edited by the developer before inclusion. The game does not generate AI content live during gameplay.
This game does not generate or modify content at runtime.
A small portion of assets (around 20%) was made with the help of some generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards.
Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
Art assets (pre-generated): In-game scene backgrounds, UI icons, and store page promotional images are generated using Doubao as initial drafts. After manual screening, modification, and style unification, they are packaged into the game. All AI-generated art assets have been reviewed manually one by one, confirming that they do not contain any violations such as violence or pornography, and no copyrighted third-party assets have been used as input for generation. The AI tools used all have commercial use licenses.
Code (pre-generated): Some game logic code is generated with AI assistance during the development stage. After manual review, testing, and modification, it is compiled and packaged. The game does not call AI to generate code in real-time during runtime.
During the game's runtime, there is no AI-generated content in real-time. All AI-generated content visible to players are pre-generated static resources.
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators.
This game uses generative artificial intelligence in part to improve development efficiency.
It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages.
However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Some visual assets and promotional artwork used in DuoControl were created or assisted using generative AI and were further refined by our development team. No generative AI is used during gameplay, and players cannot generate AI content within the game.
Generative AI was utilized to compose the background music for this game. I instructed the AI to use string instruments, explained the overall mood of the game, and requested royalty-free music
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.
All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game.
This game features background music generated with AI, used under a commercial license. Some of the supported-language translations were produced with AI assistance. All visual art and game code are hand-authored.
Blast Arena does not use AI to generate gameplay, code, or real-time content. Artificial intelligence was only used during development to help create certain promotional and marketing assets, such as concept art and store visuals. All in-game content and player experiences are fully handcrafted and not AI-generated.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.