Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay.
Some of Lanternfall's visual assets were produced with the help of AI tools. Concept art, 3D character and prop models, and character rigging and animation were generated with AI and then edited, corrected, lit, rendered and integrated by hand by the developer. Level backgrounds are hand-composed 3D scenes rendered offline. All shipped content is reviewed, adjusted and owned by EverLabs Software Ltd. No generative AI runs at runtime; nothing is generated live during play.
Some images and sound effects were created or assisted by generative AI and were reviewed, edited, and integrated into the game by the developer. No real-time generative AI is used during gameplay.
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 was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated.
Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
- AI content is focused on code implementation, review, and optimization.
- Game currently contains no audio, when implemented audio will be human made.
- Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets)
- All economic and management systems are developed by humans.
Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime.
Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made.
Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay.
The images shown on the monster reveal screen after an egg is cracked, and the artwork used on the daily report screen, were created with generative AI.
This game uses pre-generated AI content. Some character art, key art, and Steam store graphics were created with generative AI image tools and then selected, cropped, and composited by the developer. English and Simplified Chinese text (in-game localization and store copy) was drafted with generative AI and then reviewed and edited. The game does not use live AI generation during gameplay.
American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime.
AI-generated: the title artwork, some background pieces like the sky.
Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used to assist in the creation of some artwork, store page graphics, 3D assets, and audio content. No generative AI is used to generate content live during gameplay.
AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style.
Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
Some parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service.
The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
The game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime.
Generative AI was used to help create certain visual assets and promotional materials. Originally hand-drawn building graphics were processed with AI tools to increase detail and were subsequently manually edited.
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development.
AI generative tools are used in development. Non-English translations and some marketing material were also produced with AI assistance.
Nothing is generated by AI while the game is running.
This game uses generative AI to assist in producing some in-game text (such as news articles, in-game emails, and flavor text), 2D visual assets (such as player portraits, icons, and background art), and audio (background music and user interface sound effects). All AI-assisted content is generated during development and reviewed before release; the game does not generate content while you play.
Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion.
Yes — pre-rendered only (no real-time generative AI during gameplay).
Generative AI tools were used to create or refine some visual assets (UI, images, marketing / store materials) and parts of text / localization. Gameplay, code and game design are made and reviewed by the studio. No AI content is generated live during play.
I’m a normal guy, and making a game has been a dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.
Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay.
Some of Lanternfall's visual assets were produced with the help of AI tools. Concept art, 3D character and prop models, and character rigging and animation were generated with AI and then edited, corrected, lit, rendered and integrated by hand by the developer. Level backgrounds are hand-composed 3D scenes rendered offline. All shipped content is reviewed, adjusted and owned by EverLabs Software Ltd. No generative AI runs at runtime; nothing is generated live during play.
Some images and sound effects were created or assisted by generative AI and were reviewed, edited, and integrated into the game by the developer. No real-time generative AI is used during gameplay.
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 was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated.
Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
- AI content is focused on code implementation, review, and optimization.
- Game currently contains no audio, when implemented audio will be human made.
- Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets)
- All economic and management systems are developed by humans.
Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime.
Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made.
Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay.
The images shown on the monster reveal screen after an egg is cracked, and the artwork used on the daily report screen, were created with generative AI.
This game uses pre-generated AI content. Some character art, key art, and Steam store graphics were created with generative AI image tools and then selected, cropped, and composited by the developer. English and Simplified Chinese text (in-game localization and store copy) was drafted with generative AI and then reviewed and edited. The game does not use live AI generation during gameplay.
American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime.
AI-generated: the title artwork, some background pieces like the sky.
Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used to assist in the creation of some artwork, store page graphics, 3D assets, and audio content. No generative AI is used to generate content live during gameplay.
AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style.
Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
Some parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service.
The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
The game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime.
Generative AI was used to help create certain visual assets and promotional materials. Originally hand-drawn building graphics were processed with AI tools to increase detail and were subsequently manually edited.
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development.
AI generative tools are used in development. Non-English translations and some marketing material were also produced with AI assistance.
Nothing is generated by AI while the game is running.
This game uses generative AI to assist in producing some in-game text (such as news articles, in-game emails, and flavor text), 2D visual assets (such as player portraits, icons, and background art), and audio (background music and user interface sound effects). All AI-assisted content is generated during development and reviewed before release; the game does not generate content while you play.
Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion.
Yes — pre-rendered only (no real-time generative AI during gameplay).
Generative AI tools were used to create or refine some visual assets (UI, images, marketing / store materials) and parts of text / localization. Gameplay, code and game design are made and reviewed by the studio. No AI content is generated live during play.
I’m a normal guy, and making a game has been a dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.