Public Steam disclosure research25,714 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Grok Imagine was used during development to generate environment backgrounds, level assets, and character concept art. All assets have been curated and integrated manually into the 2D engine.
Suno AI was used to compose the atmospheric music tracks and soundtracks for the different realms of the game.
The soundtrack and sound effects were made using AI tools, then edited and mixed by hand to fit the game. Localization for non-English languages was AI-translated.
This game uses generative AI to generate NPC dialogue, thoughts, and decisions in real time. The AI model can run locally via the built-in llama.cpp engine,. In local mode, AI content is generated on your device. We have implemented content filtering and anomaly detection, but AI-generated content may occasionally produce unpredictable results.
We used ai to assist us on music and art because we are poor and not capable of this yet. We will strive to remove or reduce ai to a minimum once we are financially capable.
Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay.
Generative AI was used to develop a portion of the content of this game. Specifically it was used for development assistance, some music and art assets.
Generative AI was used as support for writing and translating store page text and descriptive material. All content is reviewed before publication. The game does not use generative AI during gameplay.
This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services.
Some pre-rendered 2D monster, card, sprite, icon, and store artwork was created with generative AI tools and then edited and curated by the developer. The game does not use live generative AI during play.
All music was generated by AI.
Anything not covered up with an effect was touched up by AI. We created the original concepts in Piskel.
Ai assisted with some aspects of coding/refactoring/debugging.
The image in our store media, with the 3 ships, was generated using AI based on our in-game enemy ships and the players "elite" ship. Everything else was created using Canva.
Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game.
Some vfx sprite sheets and art were generated and then photoshopped and shaders added. I generated some images 100 plus times to make sure the style didn't drift. I photoshopped AI images to get what I wanted. AI generated images were guided by my thoughts the entire time.
A few visual assets are hand-drawn but most of the assets were created by either Perchance or ChatGPT and then heavily cleaned/edited in photoshop by myself to fit into the game. Music was created by Suno and edited in Audacity.
Coding was done from scratch, no AI used in that at all.
AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance.
The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running.
All AI-assisted content is reviewed, edited, and integrated by the developer before release.
We used generative AI tools to assist with drafting and localizing store page text. All AI-assisted text is reviewed and edited by our team before publication. The game does not use live-generated AI content during gameplay.
Some visual assets and promotional materials for Frozen Christmas Magic: Santa’s Hidden Village were created with the assistance of generative AI tools, then manually directed, selected, edited and integrated by the developer as part of the game’s artistic production pipeline.
No real-time generative AI is used during gameplay.
AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay.
This application uses local AI technology for interaction, although the chosen TTS and STT plugins have not yet been selected because the word game is still under development.
However, it is confirmed that plugins from the FAB marketplace will be used. And AI processing will run offline on player's device. No internet connection will be required.
AI tools were used to assist with code generation. All visual art is hand-drawn by the developer. All AI-assisted content has been manually reviewed and refined.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
Code Blue Idle was developed with the assistance of generative AI tools during the production process. Specifically:
VOICE NARRATION: The in-game tutorial voice narration was generated using ElevenLabs, an AI voice synthesis service. No human voice actor was recorded for this content.
DEVELOPMENT ASSISTANCE: Game code, game design, balancing, and written content (case descriptions, event text, upgrade descriptions, and UI copy) were developed with assistance from Claude, an AI assistant made by Anthropic. All content was reviewed, edited, and approved by the developer.
No AI-generated content is created during gameplay. All assets, text, and audio were finalized before release and are not generated in real time. The game does not use AI to generate images, music, or any runtime content.
Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design.
Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines.
All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI.
Visual AI assets were used to fasten the development process, with caution and help of art direction to keep the sketch art style consistent and avoid being another AI slop game.
・Creation of some image assets
・Localization (translation) of in-game text
All AI-generated content has been reviewed and adjusted by the developer before being included in the game.
Grok Imagine was used during development to generate environment backgrounds, level assets, and character concept art. All assets have been curated and integrated manually into the 2D engine.
Suno AI was used to compose the atmospheric music tracks and soundtracks for the different realms of the game.
The soundtrack and sound effects were made using AI tools, then edited and mixed by hand to fit the game. Localization for non-English languages was AI-translated.
This game uses generative AI to generate NPC dialogue, thoughts, and decisions in real time. The AI model can run locally via the built-in llama.cpp engine,. In local mode, AI content is generated on your device. We have implemented content filtering and anomaly detection, but AI-generated content may occasionally produce unpredictable results.
We used ai to assist us on music and art because we are poor and not capable of this yet. We will strive to remove or reduce ai to a minimum once we are financially capable.
Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay.
Generative AI was used to develop a portion of the content of this game. Specifically it was used for development assistance, some music and art assets.
Generative AI was used as support for writing and translating store page text and descriptive material. All content is reviewed before publication. The game does not use generative AI during gameplay.
This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services.
Some pre-rendered 2D monster, card, sprite, icon, and store artwork was created with generative AI tools and then edited and curated by the developer. The game does not use live generative AI during play.
All music was generated by AI.
Anything not covered up with an effect was touched up by AI. We created the original concepts in Piskel.
Ai assisted with some aspects of coding/refactoring/debugging.
The image in our store media, with the 3 ships, was generated using AI based on our in-game enemy ships and the players "elite" ship. Everything else was created using Canva.
Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game.
Some vfx sprite sheets and art were generated and then photoshopped and shaders added. I generated some images 100 plus times to make sure the style didn't drift. I photoshopped AI images to get what I wanted. AI generated images were guided by my thoughts the entire time.
A few visual assets are hand-drawn but most of the assets were created by either Perchance or ChatGPT and then heavily cleaned/edited in photoshop by myself to fit into the game. Music was created by Suno and edited in Audacity.
Coding was done from scratch, no AI used in that at all.
AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance.
The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running.
All AI-assisted content is reviewed, edited, and integrated by the developer before release.
We used generative AI tools to assist with drafting and localizing store page text. All AI-assisted text is reviewed and edited by our team before publication. The game does not use live-generated AI content during gameplay.
Some visual assets and promotional materials for Frozen Christmas Magic: Santa’s Hidden Village were created with the assistance of generative AI tools, then manually directed, selected, edited and integrated by the developer as part of the game’s artistic production pipeline.
No real-time generative AI is used during gameplay.
AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay.
This application uses local AI technology for interaction, although the chosen TTS and STT plugins have not yet been selected because the word game is still under development.
However, it is confirmed that plugins from the FAB marketplace will be used. And AI processing will run offline on player's device. No internet connection will be required.
AI tools were used to assist with code generation. All visual art is hand-drawn by the developer. All AI-assisted content has been manually reviewed and refined.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
Code Blue Idle was developed with the assistance of generative AI tools during the production process. Specifically:
VOICE NARRATION: The in-game tutorial voice narration was generated using ElevenLabs, an AI voice synthesis service. No human voice actor was recorded for this content.
DEVELOPMENT ASSISTANCE: Game code, game design, balancing, and written content (case descriptions, event text, upgrade descriptions, and UI copy) were developed with assistance from Claude, an AI assistant made by Anthropic. All content was reviewed, edited, and approved by the developer.
No AI-generated content is created during gameplay. All assets, text, and audio were finalized before release and are not generated in real time. The game does not use AI to generate images, music, or any runtime content.
Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design.
Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines.
All visuals in MEMORY DEALER are procedural; there is no AI-generated art. The English and French text was written by the developer. The German, Spanish (Latin America), Brazilian Portuguese and Simplified Chinese localizations were produced with generative AI.
Visual AI assets were used to fasten the development process, with caution and help of art direction to keep the sketch art style consistent and avoid being another AI slop game.
・Creation of some image assets
・Localization (translation) of in-game text
All AI-generated content has been reviewed and adjusted by the developer before being included in the game.