Public Steam disclosure research26,742 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI.
Some voice lines, sound effects, and music in the game and its trailer were
created with generative AI tools (ElevenLabs, Suno), then reviewed, edited,
and finalized by the developer. No content is generated by AI during gameplay.
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 artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
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.
Some static 2D artwork and store promotional images were created with the assistance of generative AI and were selected, edited, and integrated by the developer. The game does not use generative AI at runtime, does not generate content in real time, and does not transmit player data to AI services.
Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
We've leveraged the capabilities of Generative AI technology to create some of the unique themed backgrounds, characters, and content elements featured in our game. This innovative approach allows us to deliver a richer, more immersive experience, filled with visually captivating and creatively inspired designs that enhance every moment of gameplay.
Setlist Shuffle ships two categories of pre-generated, player-facing AI content. They are the card illustrations and the genre music tracks.
Both sets were reviewed and hand-selected before release and ship as fixed assets. No content is generated live during play, and the game contains no AI-driven chat or dialogue.
Everything else is not AI-generated: the achievement icons are hand-drawn vectors, and all game text, design and simulation logic are the developer's own.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service.
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.
All images on the store page and game library are
derived from AI-generated source images.
The game contains images that were generated by the AI during the development process.
The developer designed a specific prompt for each image that was requested from the AI
and the generated images were stored in the game.
No AI is used during the game and no internet connection is used.
Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service.
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
AI-generated content includes code, 3D models, sound effects, background music, and Steam store page visual assets such as capsule art and promotional banners.
A message from The Narrator:
“The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who directed the game's design, systems and football logic. No content is generated while the game is running.
Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay.
Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored.
일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다.
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.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer.
AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer.
Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer.
Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.
Since we’re a very small team, we use generative AI for a small part of the development process, for example, to create graphical placeholders like icons or background images, or to localize newly added text. The vast majority of the game was localized by humans; only new text is machine-translated in order to include as many players as possible.
The voice in the game is text-to-speech, not AI.
Some voice lines, sound effects, and music in the game and its trailer were
created with generative AI tools (ElevenLabs, Suno), then reviewed, edited,
and finalized by the developer. No content is generated by AI during gameplay.
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 artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
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.
Some static 2D artwork and store promotional images were created with the assistance of generative AI and were selected, edited, and integrated by the developer. The game does not use generative AI at runtime, does not generate content in real time, and does not transmit player data to AI services.
Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
We've leveraged the capabilities of Generative AI technology to create some of the unique themed backgrounds, characters, and content elements featured in our game. This innovative approach allows us to deliver a richer, more immersive experience, filled with visually captivating and creatively inspired designs that enhance every moment of gameplay.
Setlist Shuffle ships two categories of pre-generated, player-facing AI content. They are the card illustrations and the genre music tracks.
Both sets were reviewed and hand-selected before release and ship as fixed assets. No content is generated live during play, and the game contains no AI-driven chat or dialogue.
Everything else is not AI-generated: the achievement icons are hand-drawn vectors, and all game text, design and simulation logic are the developer's own.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service.
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.
All images on the store page and game library are
derived from AI-generated source images.
The game contains images that were generated by the AI during the development process.
The developer designed a specific prompt for each image that was requested from the AI
and the generated images were stored in the game.
No AI is used during the game and no internet connection is used.
Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service.
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
AI-generated content includes code, 3D models, sound effects, background music, and Steam store page visual assets such as capsule art and promotional banners.
A message from The Narrator:
“The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who directed the game's design, systems and football logic. No content is generated while the game is running.
Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay.
Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored.
일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다.
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.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer.
AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer.
Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer.
Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.