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.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Generative AI tools are used to assist with porting the game text into additional languages. All AI-assisted translations are reviewed and edited by the developer before release. No generative AI is used during gameplay.
We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus.
Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity.
Everything else is human-made: design, writing, level design, code and audio.
We think you should know this before you play.
This game uses AI to code some features of the game including, but not limited to, the actual game code itself and some of the store page art. However, none of this actually contributes to the actual gameplay itself as all the assets, game trailer and game scenes are still handmade, purchased, or free.
Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game.
Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page.
All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer.
Some of the background images used in this game were created with the help of generative AI tools.
All generated images were reviewed, selected, and adjusted by the developer before being included in the game.
Generative AI was not used for the scenario text, the character sprites, the UI, or the music.
This game contains no system that generates any content in real time with AI while playing.
I’m truly sorry for using AI‑generated content in the game.
The vast majority of art assets you see in‑game are AI‑produced.
These images have all gone through screening.
Apart from a very small number of cases, most are not easily recognizable as AI‑generated.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
Generative AI was used to assist in creating pre-generated visual assets for the game and its promotional materials, including character artwork and event illustrations. It was also used to assist with portions of the game's text and localization. All included content was reviewed and curated by the developer. No content is generated by AI during gameplay.
Generative AI was used in two limited contexts:
-For 2D UI icons representing menu items and certain textures of food items.
-For the produce crate in the capsule art.
Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service.
What that covers:
- Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote.
- The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer.
- Sound effects were generated from written prompts, or synthesised procedurally in code.
All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art.
The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio.
The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.
This game uses generative AI tools during development for some pre-rendered assets, including store capsules and key art, character sprites, backgrounds, CGs, and certain audio. AI-assisted assets are selected and edited before inclusion. Story and game systems are human-authored.
We used generative AI tools during development to help create pre-rendered assets: part of the visual art (environments, buildings, characters and interface elements), the music, and store page artwork. All AI-generated content was reviewed, edited and assembled by us. Generative AI is not used at runtime — the game generates no AI content while you play.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
In this game, players converse with characters via free-form text input. Responses are text generated by AI and will vary depending on the player's input.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Generative AI tools are used to assist with porting the game text into additional languages. All AI-assisted translations are reviewed and edited by the developer before release. No generative AI is used during gameplay.
We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus.
Hellternum is developed by a small independent studio. Some visual elements — certain in-game illustrations, textures and marketing images — were produced with the help of generative AI tools, always under direct human art direction and edited by hand to fit the game's visual identity.
Everything else is human-made: design, writing, level design, code and audio.
We think you should know this before you play.
This game uses AI to code some features of the game including, but not limited to, the actual game code itself and some of the store page art. However, none of this actually contributes to the actual gameplay itself as all the assets, game trailer and game scenes are still handmade, purchased, or free.
Generative AI tools were used to create the Steam capsule artwork and other promotional images, and to assist with drafting and editing portions of the Steam store page text. All final text was reviewed and revised by the developer, and all promotional artwork was reviewed and selected by the developer. The game does not use generative AI at runtime, and no AI content is generated during gameplay.
Generative AI tools were used to create marketing copy and selected promotional materials, as well as to translate and localize in-game, marketing, and community texts.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
Generative AI was used to assist with the processing and enhancement of some images for atmospheric purposes. These images were then manually retouched and further edited by the developer before being used in the game.
Generative AI was used for some textures and 3D models, as well as for English translation of both the game and its Steam store page.
All original content, including the story, dialogue, archive documents, game design, level design, programming, and Chinese localization, was created by the developer.
Some of the background images used in this game were created with the help of generative AI tools.
All generated images were reviewed, selected, and adjusted by the developer before being included in the game.
Generative AI was not used for the scenario text, the character sprites, the UI, or the music.
This game contains no system that generates any content in real time with AI while playing.
I’m truly sorry for using AI‑generated content in the game.
The vast majority of art assets you see in‑game are AI‑produced.
These images have all gone through screening.
Apart from a very small number of cases, most are not easily recognizable as AI‑generated.
Pre-generated AI tools were used to assist in creating portions of the game's music, narration, character assets, and localization. All resulting content was reviewed and edited before being included as fixed game content. The game does not generate content with AI during gameplay or connect to an external AI service while running.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
Some in-game 2D UI icons, some music and sound effects, and Steam store page / promotional visuals were created during development with the help of generative AI tools, then manually reviewed, cropped, or adjusted before shipping. This game does not use generative AI to create content in real time during gameplay.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
Generative AI was used to assist in creating pre-generated visual assets for the game and its promotional materials, including character artwork and event illustrations. It was also used to assist with portions of the game's text and localization. All included content was reviewed and curated by the developer. No content is generated by AI during gameplay.
Generative AI was used in two limited contexts:
-For 2D UI icons representing menu items and certain textures of food items.
-For the produce crate in the capsule art.
Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service.
What that covers:
- Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote.
- The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer.
- Sound effects were generated from written prompts, or synthesised procedurally in code.
All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art.
The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio.
The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.
This game uses generative AI tools during development for some pre-rendered assets, including store capsules and key art, character sprites, backgrounds, CGs, and certain audio. AI-assisted assets are selected and edited before inclusion. Story and game systems are human-authored.
We used generative AI tools during development to help create pre-rendered assets: part of the visual art (environments, buildings, characters and interface elements), the music, and store page artwork. All AI-generated content was reviewed, edited and assembled by us. Generative AI is not used at runtime — the game generates no AI content while you play.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
In this game, players converse with characters via free-form text input. Responses are text generated by AI and will vary depending on the player's input.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.