Public Steam disclosure research25,727 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.
AI was primarily used to assist in the creation of the game's music and sound effects. Most of the music tracks and sound effects were generated using AI tools and then edited and adapted for use in the game.
All visual assets, characters, environments, puzzles, story, and gameplay mechanics were created and designed manually by the developer.
The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade.
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.
Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay.
This game was made with the help of generative AI tools:
• 2D art: Some of the game's 2D artwork (backgrounds, UI skins, card and joker illustrations) was created using generative AI, then selected, edited and integrated into the game by hand.
• Commentary: In-match commentary lines were produced with AI text-to-speech. All other sound effects are synthesized procedurally by the game's own code, with no AI involved.
No AI model runs while you play. The game is fully offline and never connects to any server; all of the content above is pre-generated, fixed content created during development. No player data is ever sent to any AI system.
This game uses generative AI for the following content. All of it was generated during development and shipped with the game; no content is generated at runtime.
- Music and sound effects (2 theme songs, in-game BGM, SFX): Suno
- Graphics (character art, backgrounds, event CGs, store page images): OpenAI
- Extra scenarios, concept and writing: OpenAI, Claude Code
- English text (translation of the main story and extras): Claude Code, OpenAI
- Game implementation (engine, game code): Claude Code
Relyora is independently developed on a limited budget. Some visuals were created with AI assistance, then carefully selected, edited, and integrated by hand. No AI is used in real time. If the game finds an audience, revenue will be reinvested into working with professional artists.
This game uses pre-generated AI-assisted content during development, including some artwork and visual assets. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
NyanDrop uses AI tools in parts of its development process, including the creation of some of the pixel artwork used in the game and on the store page, the sound effects and music, and the writing and translation of text shown in the game and on the store page. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
All art, music and story are 100% human created. All voice acting has a live voice actor recording/performance for every line of dialogue, voice changers were used on certain characters to pitch the sound higher or lower to better suit those specific characters. Some artist-created hand-painted assets were positioned into specific starting poses and ending poses, with in-between frames generated (affecting less-than 1% of the game animations, majority (99%) are animated by hand using 2D-bone-rigging and frame-by-frame animation), some generated in-between frames were then hand-painted over before being included in the game.
Generative AI tools were used during development to assist with certain production tasks, including localization and the creation of placeholder/reference materials. No AI-generated content is created during gameplay, and the game does not connect to or use any AI services while running.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used as production assistance for portions of the game's 2D artwork, character voices, and localization. All such content is pre-generated and manually reviewed before release. The game does not generate content with AI during play.
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.
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 tools were used during development to create most of the game's code and assist with localization, including some store-page text. All AI-assisted outputs were manually reviewed, edited, tested, and integrated by the developer. No artwork, character designs, animations, music, sound effects, or other visual or audio assets were generated using AI. The game does not use live-generated AI during gameplay.
Generative AI was used as a development aid to assist with parts of the game's user interface and some programming tasks during development. All AI-assisted code and assets have been reviewed, modified, and integrated by the developer. The game's design, gameplay systems, creative direction, and final implementation are the developer's own.
Pivot does not use generative AI during gameplay, and players cannot generate AI-created content in-game.
Some promotional and store page artwork was created with the assistance of generative AI tools. All in-game art, audio, and text is human-authored. Nothing is generated by AI while you play.
Some visual assets used in the game and its store presentation were created or refined with the assistance of generative AI and were subsequently reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Pre-generated generative AI tools were used during development to assist in creating promotional artwork, background graphics, and card concept visuals.
AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me.
I had a clear vision for my game but am just some guy trying to make games so I can spend more time with my kids. So I used Ai to assist me in turning my vision into art. I purchased assets from multiple artists as I fully believe in supporting the arts, however certain things I had to make myself and couldn't afford to commission an artist.
Generative AI was used during development to assist in creating certain visual assets, initial 3D model concepts, and the composition of some melodies. All AI-generated content was manually reviewed, edited, refined, and integrated into the game by the developer. All gameplay systems, programming, balancing and game design were created manually. No generative AI is used during gameplay.
This game used generative AI as an assistive tool during development to help create some art assets and promotional materials. All AI-generated content was selected, modified, integrated, and quality-checked by the developer before being included in the final product. The game’s story, world-building, character design, gameplay systems, programming, and overall creative direction are original works designed and produced by the developer.
Most of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini
during development. Ship and NPC sprite sheets begin as Gemini concept images,
are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites
in Blender. One dashboard background is a NASA public-domain photograph revised
with AI. All AI-generated assets are reviewed and edited by us before shipping.
The following content is NOT AI-generated: rank insignia (drawn by hand in
Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset
rendered in 3ds Max), UI and research icons (licensed from CraftPix under their
commercial license), two NASA public-domain images, and all audio, which we
produced ourselves.
No AI-generated content is created at runtime; all generation happens during
development.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
IRON EDEN uses AI as a development tool in a limited capacity.
AI has been used only for:
Programming assistance.
Sound effect generation.
All artwork, game design, mechanics, story, characters, worldbuilding, and visual assets were created by the developer.
Generative AI tools were used to assist with the creation of some visual assets and music for the game. The resulting content was reviewed, edited, and integrated by the development team.
Portions of this game's visual assets were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release.
Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion.
The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay.
Rip N Ship uses generative AI for some original artwork in its fictional Oddkin card collection. This artwork was generated during development, then selected, edited, and incorporated into the game by the developer. Streamer Mode chat is scripted/simulated and is not generated by AI during gameplay.
AI was primarily used to assist in the creation of the game's music and sound effects. Most of the music tracks and sound effects were generated using AI tools and then edited and adapted for use in the game.
All visual assets, characters, environments, puzzles, story, and gameplay mechanics were created and designed manually by the developer.
The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade.
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.
Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay.
This game was made with the help of generative AI tools:
• 2D art: Some of the game's 2D artwork (backgrounds, UI skins, card and joker illustrations) was created using generative AI, then selected, edited and integrated into the game by hand.
• Commentary: In-match commentary lines were produced with AI text-to-speech. All other sound effects are synthesized procedurally by the game's own code, with no AI involved.
No AI model runs while you play. The game is fully offline and never connects to any server; all of the content above is pre-generated, fixed content created during development. No player data is ever sent to any AI system.
This game uses generative AI for the following content. All of it was generated during development and shipped with the game; no content is generated at runtime.
- Music and sound effects (2 theme songs, in-game BGM, SFX): Suno
- Graphics (character art, backgrounds, event CGs, store page images): OpenAI
- Extra scenarios, concept and writing: OpenAI, Claude Code
- English text (translation of the main story and extras): Claude Code, OpenAI
- Game implementation (engine, game code): Claude Code
Relyora is independently developed on a limited budget. Some visuals were created with AI assistance, then carefully selected, edited, and integrated by hand. No AI is used in real time. If the game finds an audience, revenue will be reinvested into working with professional artists.
This game uses pre-generated AI-assisted content during development, including some artwork and visual assets. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
NyanDrop uses AI tools in parts of its development process, including the creation of some of the pixel artwork used in the game and on the store page, the sound effects and music, and the writing and translation of text shown in the game and on the store page. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
All art, music and story are 100% human created. All voice acting has a live voice actor recording/performance for every line of dialogue, voice changers were used on certain characters to pitch the sound higher or lower to better suit those specific characters. Some artist-created hand-painted assets were positioned into specific starting poses and ending poses, with in-between frames generated (affecting less-than 1% of the game animations, majority (99%) are animated by hand using 2D-bone-rigging and frame-by-frame animation), some generated in-between frames were then hand-painted over before being included in the game.
Generative AI tools were used during development to assist with certain production tasks, including localization and the creation of placeholder/reference materials. No AI-generated content is created during gameplay, and the game does not connect to or use any AI services while running.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used as production assistance for portions of the game's 2D artwork, character voices, and localization. All such content is pre-generated and manually reviewed before release. The game does not generate content with AI during play.
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.
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 tools were used during development to create most of the game's code and assist with localization, including some store-page text. All AI-assisted outputs were manually reviewed, edited, tested, and integrated by the developer. No artwork, character designs, animations, music, sound effects, or other visual or audio assets were generated using AI. The game does not use live-generated AI during gameplay.
Generative AI was used as a development aid to assist with parts of the game's user interface and some programming tasks during development. All AI-assisted code and assets have been reviewed, modified, and integrated by the developer. The game's design, gameplay systems, creative direction, and final implementation are the developer's own.
Pivot does not use generative AI during gameplay, and players cannot generate AI-created content in-game.
Some promotional and store page artwork was created with the assistance of generative AI tools. All in-game art, audio, and text is human-authored. Nothing is generated by AI while you play.
Some visual assets used in the game and its store presentation were created or refined with the assistance of generative AI and were subsequently reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Pre-generated generative AI tools were used during development to assist in creating promotional artwork, background graphics, and card concept visuals.
AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me.
I had a clear vision for my game but am just some guy trying to make games so I can spend more time with my kids. So I used Ai to assist me in turning my vision into art. I purchased assets from multiple artists as I fully believe in supporting the arts, however certain things I had to make myself and couldn't afford to commission an artist.
Generative AI was used during development to assist in creating certain visual assets, initial 3D model concepts, and the composition of some melodies. All AI-generated content was manually reviewed, edited, refined, and integrated into the game by the developer. All gameplay systems, programming, balancing and game design were created manually. No generative AI is used during gameplay.
This game used generative AI as an assistive tool during development to help create some art assets and promotional materials. All AI-generated content was selected, modified, integrated, and quality-checked by the developer before being included in the final product. The game’s story, world-building, character design, gameplay systems, programming, and overall creative direction are original works designed and produced by the developer.
Most of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini
during development. Ship and NPC sprite sheets begin as Gemini concept images,
are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites
in Blender. One dashboard background is a NASA public-domain photograph revised
with AI. All AI-generated assets are reviewed and edited by us before shipping.
The following content is NOT AI-generated: rank insignia (drawn by hand in
Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset
rendered in 3ds Max), UI and research icons (licensed from CraftPix under their
commercial license), two NASA public-domain images, and all audio, which we
produced ourselves.
No AI-generated content is created at runtime; all generation happens during
development.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
IRON EDEN uses AI as a development tool in a limited capacity.
AI has been used only for:
Programming assistance.
Sound effect generation.
All artwork, game design, mechanics, story, characters, worldbuilding, and visual assets were created by the developer.
Generative AI tools were used to assist with the creation of some visual assets and music for the game. The resulting content was reviewed, edited, and integrated by the development team.
Portions of this game's visual assets were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release.
Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion.
The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay.
Rip N Ship uses generative AI for some original artwork in its fictional Oddkin card collection. This artwork was generated during development, then selected, edited, and incorporated into the game by the developer. Streamer Mode chat is scripted/simulated and is not generated by AI during gameplay.