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.
Generative AI was used to assist with the localization of the game's text into multiple languages. The Portuguese and English localizations were reviewed by the developer, while the Japanese localization received partial human review. Other supported languages were translated with AI assistance and have not yet received full human review, or their review is still in progress.
The two announcer voices, BroadcASH and BOBcast, are generated with ElevenLabs from scripts we write and edit ourselves. Every line is approved, levelled and listened to by hand before it ships.
Nothing else in the game is AI generated. The card art is emoji placeholder today, and is being replaced with original illustrations commissioned from human artists. The music is composed in-house by our own procedural scripts, and every track has a written provenance log. The rules, the design and the natural history research are ours.
Some marketing and store copy is drafted with AI assistance and edited before use.
Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime.
All the art in Arcanum Solitarius, from the playing cards to the Arcana and the workshop backgrounds, was made with AI image generation using a model I trained myself. I was after one specific look: a medieval alchemist's workshop by candlelight, in aged parchment and dark walnut with verdigris and old gold. Most of the music was made the same way. I used AI to draft some of the in-game writing, then rewrote it into my own words. I picked and edited every piece before it went into the game, and the images on this page come from those same assets. Nothing is generated while you play.
Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page.
Darcnia Monster is made by a single independent developer. Some of the game's visual assets — background illustrations, cinematic scenes, and character and card artwork — were created with the help of generative AI image tools, and the in-game character voices were produced using AI voice synthesis. Every AI-assisted asset was hand-selected, edited, and integrated by the developer to match the game's art direction and story. No AI runs while you play: nothing is generated in real time, and no player data is ever sent to any AI service.
Some of the visual artwork in Coilbound — including character and card illustrations, environment art, and store assets — was created with the assistance of generative AI image tools during development. All generated content was reviewed, edited, and curated by the developer. Coilbound does not use any AI-generated content in real time during gameplay.
Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game.
Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running.
During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally.
Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation
and sends no player input or data to an AI service.
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.
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.
The card illustrations, background art and background music in this game were created with generative AI tools during development. All of it is produced ahead of time, reviewed and selected by the developer, and shipped as fixed asset files. The game does not generate any content at runtime and does not connect to any AI service while you play.
Some store page artwork (capsule images) was created with the assistance of generative AI tools and then edited and reviewed by the developer. Some 2D art (card artwork, backgrounds, UI) and in-game text (card descriptions, flavor text) were created with the help of generative AI tools.
Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game.
This game uses generative AI tools to assist in the creation of select visual assets and localization.
Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience).
Localization: AI-assisted translation is used for 30+ languages.
Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens.
Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists.
The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay.
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
Some card‑art images were initially generated by generative‑AI tools, then manually edited, redrawn and processed by developers. No AI‑generated content is created during gameplay.
Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content.
Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay.
All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way.
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.
During the development process, certain 2D art assets, textures, and UI elements were generated or enhanced using generative AI tools to accelerate production. All final assets have been manually reviewed, edited, and verified by our team to ensure quality and compliance.
Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, UI elements, concept artwork, and selected audio assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
BattleDeck uses AI tools in the following areas:
Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer.
Generative AI tools were used to create and refine some pre-generated 2D artwork and Steam store graphical assets. All outputs were reviewed, curated, and edited by the developer before inclusion. The game does not generate AI content at runtime or connect to external AI services.
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content.
During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer.
Generative AI was used to assist with the localization of the game's text into multiple languages. The Portuguese and English localizations were reviewed by the developer, while the Japanese localization received partial human review. Other supported languages were translated with AI assistance and have not yet received full human review, or their review is still in progress.
The two announcer voices, BroadcASH and BOBcast, are generated with ElevenLabs from scripts we write and edit ourselves. Every line is approved, levelled and listened to by hand before it ships.
Nothing else in the game is AI generated. The card art is emoji placeholder today, and is being replaced with original illustrations commissioned from human artists. The music is composed in-house by our own procedural scripts, and every track has a written provenance log. The rules, the design and the natural history research are ours.
Some marketing and store copy is drafted with AI assistance and edited before use.
Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime.
All the art in Arcanum Solitarius, from the playing cards to the Arcana and the workshop backgrounds, was made with AI image generation using a model I trained myself. I was after one specific look: a medieval alchemist's workshop by candlelight, in aged parchment and dark walnut with verdigris and old gold. Most of the music was made the same way. I used AI to draft some of the in-game writing, then rewrote it into my own words. I picked and edited every piece before it went into the game, and the images on this page come from those same assets. Nothing is generated while you play.
Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page.
Darcnia Monster is made by a single independent developer. Some of the game's visual assets — background illustrations, cinematic scenes, and character and card artwork — were created with the help of generative AI image tools, and the in-game character voices were produced using AI voice synthesis. Every AI-assisted asset was hand-selected, edited, and integrated by the developer to match the game's art direction and story. No AI runs while you play: nothing is generated in real time, and no player data is ever sent to any AI service.
Some of the visual artwork in Coilbound — including character and card illustrations, environment art, and store assets — was created with the assistance of generative AI image tools during development. All generated content was reviewed, edited, and curated by the developer. Coilbound does not use any AI-generated content in real time during gameplay.
Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game.
Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running.
During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally.
Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation
and sends no player input or data to an AI service.
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.
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.
The card illustrations, background art and background music in this game were created with generative AI tools during development. All of it is produced ahead of time, reviewed and selected by the developer, and shipped as fixed asset files. The game does not generate any content at runtime and does not connect to any AI service while you play.
Some store page artwork (capsule images) was created with the assistance of generative AI tools and then edited and reviewed by the developer. Some 2D art (card artwork, backgrounds, UI) and in-game text (card descriptions, flavor text) were created with the help of generative AI tools.
Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game.
This game uses generative AI tools to assist in the creation of select visual assets and localization.
Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience).
Localization: AI-assisted translation is used for 30+ languages.
Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens.
Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists.
The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay.
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
Some card‑art images were initially generated by generative‑AI tools, then manually edited, redrawn and processed by developers. No AI‑generated content is created during gameplay.
Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content.
Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay.
All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way.
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.
During the development process, certain 2D art assets, textures, and UI elements were generated or enhanced using generative AI tools to accelerate production. All final assets have been manually reviewed, edited, and verified by our team to ensure quality and compliance.
Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, UI elements, concept artwork, and selected audio assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
BattleDeck uses AI tools in the following areas:
Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer.
Generative AI tools were used to create and refine some pre-generated 2D artwork and Steam store graphical assets. All outputs were reviewed, curated, and edited by the developer before inclusion. The game does not generate AI content at runtime or connect to external AI services.
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content.
During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer.