Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
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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.
Some of the 3D props in this game — the ritual items players carry and place, and a few pieces of set dressing — were created with an AI-assisted 3D generation tool from text prompts. Every generated model was reviewed, cleaned up and integrated by hand before it shipped. Nothing is generated by AI while you play.
AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Generative AI tools were used during development to assist in creating some visual artwork and graphical assets used in the game and its marketing materials. The generated assets were reviewed and selected by the developer before being included in the final product. No AI-generated content is created in real time while the game is running.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design.
Generative AI tools were used during development to assist with the creation and iteration of some visual assets and promotional artwork. All final assets are curated, reviewed and further edited or iterated on by the developer. AI-assisted development tools are also used for programming. No AI-generated content is created during gameplay.
Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI tools were used during development to create and refine visual artwork and music, and to assist with programming. All final content was directed, selected, edited and integrated by the developer. AI is not used at runtime and the game does not generate new content while you play.
This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Store page and marketing capsule artwork was drafted with generative AI, then quantized to a fixed 9-colour pixel palette and hand-adjusted before use. Interface translations outside Simplified Chinese and English were produced by machine translation and have not been reviewed by native speakers.
All in-game visuals, the user interface, the wordmark and the achievement icons are drawn programmatically in code and contain no AI-generated content. The game does not invoke generative AI at runtime; nothing is generated while you play.
Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay.
AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product.
Generative AI tools were used to assist in creating and refining some pre-generated artwork, including promotional and Steam store imagery. All such material was reviewed and edited by the developer. The game does not generate AI content live during gameplay.
Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design.
Some character artwork was developed from AI-assisted concept images, then
rebuilt and refined by the developer through 3D modelling and a deterministic
No generative AI is used while the game is running.
A small number of static meshes in this demo were generated using AI tools. This AI-generated content is temporary and will be fully replaced with original, non-AI assets in future updates. By the time the full game is released, it will contain no AI-generated content.
AI tools were used to assist in creating character sprites during development, followed by manual retouching and adjustments. The game does not generate real-time AI content during gameplay.
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.
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.
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 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.
Generative AI tools were used during development to assist with creating select pre-generated 3D base models, 2D promotional/marketing art, and drafting portions of the source code
All animations (sourced and configured via Mixamo), level design, environmental layouts, physics tuning, core game logic, and overall gameplay systems were manually designed, built, and integrated by the development team
The game does not generate any live AI content at runtime
All AI-assisted assets and code have been manually reviewed, curated, and tested to ensure stability, quality, and full compliance with copyright and intellectual property standards
Generative AI was used to help translate the game's text and store page into other languages. It was not used to create any of the artwork, audio, or code in the game.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
Generative AI tools were used during development as part of the production workflow for pre-generated visual, 3D, audio, written, and localization content included in the game. All final content was selected, reviewed, edited, adapted, and integrated as part of the game's development process. No generative AI systems run during gameplay and no content is generated dynamically for players.
The visual art in Palimpsest Idle (character, enemy, weapon, equipment, icon and background art) was created during development using AI image generation tools, then curated, processed and hand-assembled by the developer. The game's two music tracks were produced during development using an AI music composition service under a licence granting full ownership of the resulting compositions. Sound effects are royalty-free library recordings and are not AI-generated. No content is generated while the game is running - all assets ship as fixed files, and the game makes no network requests during play.
The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand.
Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images.
The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings.
The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service.
Some of the 3D props in this game — the ritual items players carry and place, and a few pieces of set dressing — were created with an AI-assisted 3D generation tool from text prompts. Every generated model was reviewed, cleaned up and integrated by hand before it shipped. Nothing is generated by AI while you play.
AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Generative AI tools were used during development to assist in creating some visual artwork and graphical assets used in the game and its marketing materials. The generated assets were reviewed and selected by the developer before being included in the final product. No AI-generated content is created in real time while the game is running.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design.
Generative AI tools were used during development to assist with the creation and iteration of some visual assets and promotional artwork. All final assets are curated, reviewed and further edited or iterated on by the developer. AI-assisted development tools are also used for programming. No AI-generated content is created during gameplay.
Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI tools were used during development to create and refine visual artwork and music, and to assist with programming. All final content was directed, selected, edited and integrated by the developer. AI is not used at runtime and the game does not generate new content while you play.
This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Store page and marketing capsule artwork was drafted with generative AI, then quantized to a fixed 9-colour pixel palette and hand-adjusted before use. Interface translations outside Simplified Chinese and English were produced by machine translation and have not been reviewed by native speakers.
All in-game visuals, the user interface, the wordmark and the achievement icons are drawn programmatically in code and contain no AI-generated content. The game does not invoke generative AI at runtime; nothing is generated while you play.
Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay.
AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product.
Generative AI tools were used to assist in creating and refining some pre-generated artwork, including promotional and Steam store imagery. All such material was reviewed and edited by the developer. The game does not generate AI content live during gameplay.
Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design.
Some character artwork was developed from AI-assisted concept images, then
rebuilt and refined by the developer through 3D modelling and a deterministic
No generative AI is used while the game is running.
A small number of static meshes in this demo were generated using AI tools. This AI-generated content is temporary and will be fully replaced with original, non-AI assets in future updates. By the time the full game is released, it will contain no AI-generated content.
AI tools were used to assist in creating character sprites during development, followed by manual retouching and adjustments. The game does not generate real-time AI content during gameplay.
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.
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.
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 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.
Generative AI tools were used during development to assist with creating select pre-generated 3D base models, 2D promotional/marketing art, and drafting portions of the source code
All animations (sourced and configured via Mixamo), level design, environmental layouts, physics tuning, core game logic, and overall gameplay systems were manually designed, built, and integrated by the development team
The game does not generate any live AI content at runtime
All AI-assisted assets and code have been manually reviewed, curated, and tested to ensure stability, quality, and full compliance with copyright and intellectual property standards
Generative AI was used to help translate the game's text and store page into other languages. It was not used to create any of the artwork, audio, or code in the game.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
Generative AI tools were used during development as part of the production workflow for pre-generated visual, 3D, audio, written, and localization content included in the game. All final content was selected, reviewed, edited, adapted, and integrated as part of the game's development process. No generative AI systems run during gameplay and no content is generated dynamically for players.
The visual art in Palimpsest Idle (character, enemy, weapon, equipment, icon and background art) was created during development using AI image generation tools, then curated, processed and hand-assembled by the developer. The game's two music tracks were produced during development using an AI music composition service under a licence granting full ownership of the resulting compositions. Sound effects are royalty-free library recordings and are not AI-generated. No content is generated while the game is running - all assets ship as fixed files, and the game makes no network requests during play.
The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand.
Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images.
The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings.
The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service.