Public Steam disclosure research26,754 disclosures tracked
Where do games disclose AI use?
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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.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
This game uses pre-generated AI-assisted artwork for characters, scene backgrounds, and store promotional assets. All AI-generated content was created before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
We use about 15 seconds of AI footage in our trailer. All assets in the game are human authored.
We also use a local, small and offline LLM (meaning: no data ever leaves your computer, and it does not cause significant performance drops) as a Director that controls: enemy spawn and frequency of challenges, essentially choosing when to press with difficulty and when to hold the challenge based on parameters such as player frustration, boredom and an emergence metric.
This mechanic does not generate any text, narrative or story: it is just a mechanic that controls game balance to ensure the best challenge. And you can turn it off on the settings menu, if you want.
Generative AI tools were used during the development and preparation of the game and its visual materials.
The game logo used in the main menu and pause panel was created with the assistance of AI.
AI assistance was used during the coding and development process when needed.
The logo animations shown at the beginning of the games were created with AI assistance.
Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance.
AI was used specifically for the intro logo animation.
For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools.
Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
Some images have been generated by AI. This include the in-game background as well as the Logo and other visual assets on the steam store associated with this game.
In ALASH, we utilized generative AI as a supplementary tool to assist in creating 2D art assets. Specifically, AI networks were used to help develop certain environment elements, textures, and background images to enhance the unique visual style of our alternate history setting. Please note that all game design, core mechanics, storyline, tower defense logic, and programming code were created entirely by hand by our development team. AI was used solely to support our artistic vision, ensuring that the integrity and soul of the gameplay remain entirely human-made.
Some content was created with the help of AI tools during development:
the in-game "riichi" voice lines were synthesized with VOICEVOX (AI speech
synthesis), and some in-game text and its English localization were written
with AI assistance. AI assistance was used to edit and localize the Steam store
text and to help select, crop, and composite developer-captured gameplay
screenshots and recordings with the developer-provided JANJARA logo for store
capsules, library artwork, client icons, and the trailer. No synthetic gameplay
imagery or audio was generated, and the game does not generate AI content during play.
No content is generated by AI while the game is running.
Generative AI tools were used to support the creation and iteration of some visual assets and development-related content. All final assets are reviewed, edited, and selected by the developer before being included in the game or promotional materials. The game does not generate AI content live during gameplay.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description.
Store page: No AI was used to generate any assets or images.
In-app: There are no player-facing AI features and no real-time generative AI. AI was used only during development to assist with code writing, debugging, refactoring, and optimization. All AI-assisted code was manually reviewed, edited, and tested before being merged. The game does not contain AI-generated art, and players do not interact with AI in the game.
Used model: Deepseek v4.1flash
"This game's code, including the level and cosmetics editors, are all AI-generated.
The maps and music are not AI-generated.
Some cosmetics may be AI-generated, but most are not."
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay.
本アプリのソースコードの大部分は、人間の指示とレビューのもとでAIコーディング支援ツール(LLM)を用いて作成されています。ストアページの文章作成にもAI支援を利用しています。 / Most of this application's source code was written using AI coding tools (LLMs) under human direction and review. AI assistance was also used in preparing store page text. ロゴおよびストア用画像の一部は画像生成AIで作成しています。 / Some artwork, including the logo and store images, was created with generative AI.
Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay.
During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content.
Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team.
Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials.
Some of the game’s visual assets were created with help from AI image generation tools, then hand-edited and integrated by the developer. No AI is used to generate anything during gameplay.
Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated.
This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do.
Some pre-generated visual and audio assets in AI Startup Simulator were created with the assistance of generative AI tools during development. This includes in-game desktop wallpapers, images used in vision-related tasks, and instrumental music loops for minigames. These assets were reviewed, edited, and integrated by the development team before release. The game does not use live generative AI and does not generate content with AI during gameplay.
Some of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top.
All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person.
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
This game uses pre-generated AI-assisted artwork for characters, scene backgrounds, and store promotional assets. All AI-generated content was created before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
We use about 15 seconds of AI footage in our trailer. All assets in the game are human authored.
We also use a local, small and offline LLM (meaning: no data ever leaves your computer, and it does not cause significant performance drops) as a Director that controls: enemy spawn and frequency of challenges, essentially choosing when to press with difficulty and when to hold the challenge based on parameters such as player frustration, boredom and an emergence metric.
This mechanic does not generate any text, narrative or story: it is just a mechanic that controls game balance to ensure the best challenge. And you can turn it off on the settings menu, if you want.
Generative AI tools were used during the development and preparation of the game and its visual materials.
The game logo used in the main menu and pause panel was created with the assistance of AI.
AI assistance was used during the coding and development process when needed.
The logo animations shown at the beginning of the games were created with AI assistance.
Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance.
AI was used specifically for the intro logo animation.
For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools.
Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
Some images have been generated by AI. This include the in-game background as well as the Logo and other visual assets on the steam store associated with this game.
In ALASH, we utilized generative AI as a supplementary tool to assist in creating 2D art assets. Specifically, AI networks were used to help develop certain environment elements, textures, and background images to enhance the unique visual style of our alternate history setting. Please note that all game design, core mechanics, storyline, tower defense logic, and programming code were created entirely by hand by our development team. AI was used solely to support our artistic vision, ensuring that the integrity and soul of the gameplay remain entirely human-made.
Some content was created with the help of AI tools during development:
the in-game "riichi" voice lines were synthesized with VOICEVOX (AI speech
synthesis), and some in-game text and its English localization were written
with AI assistance. AI assistance was used to edit and localize the Steam store
text and to help select, crop, and composite developer-captured gameplay
screenshots and recordings with the developer-provided JANJARA logo for store
capsules, library artwork, client icons, and the trailer. No synthetic gameplay
imagery or audio was generated, and the game does not generate AI content during play.
No content is generated by AI while the game is running.
Generative AI tools were used to support the creation and iteration of some visual assets and development-related content. All final assets are reviewed, edited, and selected by the developer before being included in the game or promotional materials. The game does not generate AI content live during gameplay.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description.
Store page: No AI was used to generate any assets or images.
In-app: There are no player-facing AI features and no real-time generative AI. AI was used only during development to assist with code writing, debugging, refactoring, and optimization. All AI-assisted code was manually reviewed, edited, and tested before being merged. The game does not contain AI-generated art, and players do not interact with AI in the game.
Used model: Deepseek v4.1flash
"This game's code, including the level and cosmetics editors, are all AI-generated.
The maps and music are not AI-generated.
Some cosmetics may be AI-generated, but most are not."
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay.
本アプリのソースコードの大部分は、人間の指示とレビューのもとでAIコーディング支援ツール(LLM)を用いて作成されています。ストアページの文章作成にもAI支援を利用しています。 / Most of this application's source code was written using AI coding tools (LLMs) under human direction and review. AI assistance was also used in preparing store page text. ロゴおよびストア用画像の一部は画像生成AIで作成しています。 / Some artwork, including the logo and store images, was created with generative AI.
Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay.
During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content.
Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team.
Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials.
Some of the game’s visual assets were created with help from AI image generation tools, then hand-edited and integrated by the developer. No AI is used to generate anything during gameplay.
Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated.
This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do.
Some pre-generated visual and audio assets in AI Startup Simulator were created with the assistance of generative AI tools during development. This includes in-game desktop wallpapers, images used in vision-related tasks, and instrumental music loops for minigames. These assets were reviewed, edited, and integrated by the development team before release. The game does not use live generative AI and does not generate content with AI during gameplay.
Some of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top.
All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person.
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people.