Public Steam disclosure research25,383 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.
Crownsink is a hand-crafted game built the modern way: the developer writes and directs the code with the support of AI tools, while every sprite, sound and note of music springs from the game's own hand-written algorithms.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
Generative AI was used during development to create or assist with some pre-generated visual assets, including character, item, environment, and Steam store capsule, library, and marketing artwork. All output is selected, edited, integrated, and reviewed by the developer. No content is generated during gameplay.
Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay.
Arch Rogue was developed with extensive use of generative AI. Most of the game's code was written with AI assistance. The pixel-art sprites, tiles, animations, and store artwork were created with AI image-generation tools and then curated and integrated by the developer. Dialogue, quest text, and lore were AI-generated from developer-designed prompts and story structure. All AI content is created during development, not at runtime — the game does not generate any content with AI at runtime.
AI tools were used to assist with some of the game’s translations and in the creation of two in-game textures. These textures were subsequently edited, refined, and carefully reviewed by a human before being included in the final game.
We strictly rely on human creativity and craftsmanship throughout the game’s development.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Some visual assets and promotional artwork used in DuoControl were created or assisted using generative AI and were further refined by our development team. No generative AI is used during gameplay, and players cannot generate AI content within the game.
Narrative dialogue and story text were generated with AI assistance. Placeholder textures generated with AI appear in store page screenshots and marketing assets.
We are a small two-person studio. We apologize for using generative AI to assist with the translation and for any inaccuracies that may be present. We used it to make the game available in this language.
The drone images on the website and Steam game page, (not used in the actual game), were generated by AI. The Symbology of the in-game tactical display was generated by AI under close human supervision and iteration. The music in this game was not generated by AI.
All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game.
I am a solo developer with a very limited budget. The announcer voice lines are AI generated. I plan on replacing it completely with a human voice actor when I have the budget to do so.
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.
Business And Life Simulator, uses generative AI-assisted artwork in some packaging visuals for in-game products/items. Generative AI is not used in any other part of the game, and we are working to remove these AI-assisted visuals before the full release.
Generative AI was used to create some pre-rendered marketing and store page artwork, including capsule images and promotional graphics. These assets were reviewed and selected by the developer before use. The game does not use live-generated AI content during gameplay.
Some art assets in this game (character models and Music) were initially created with the assistance of AI generation tools, then reviewed, edited, and integrated into the game by the development team. The game does not generate any content with AI at runtime.
The following content in Nova Warp was created with the help of generative AI tools during development (pre-generated):• Music - created with Suno• Sound effects - created with ElevenLabs• Visual assets (in-game and store/marketing images) – created with FLUX.2 [klein] (Black Forest Labs)All AI-generated assets were reviewed by the developer. Nova Warp does not use any live or real-time AI generation during gameplay.
Generative AI tools were used during development to create many pre-generated 3D models and textures, including armor, weapons, shields, and other equipment assets. Generative AI was also used to assist with some store and marketing artwork. All AI-assisted content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service while running.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product.
Some promotional and store page artwork was created with the assistance of generative AI tools. All in-game art, audio, and text is human-authored. Nothing is generated by AI while you play.
I had a clear vision for my game but am just some guy trying to make games so I can spend more time with my kids. So I used Ai to assist me in turning my vision into art. I purchased assets from multiple artists as I fully believe in supporting the arts, however certain things I had to make myself and couldn't afford to commission an artist.
Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service.
We use AI tools only to demonstrate the game's feel, for marketing materials, and to optimise development. 3D models, UI, characters, robot enemies, the main soundtrack and other key elements of the game are lovingly crafted by our team.
Yes, we're not the fastest indie developers in the world. But we're working hard for you! ^_^
GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems.
During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
AI tools were used during development to assist with programming and debugging. All game design, mechanics, artwork, audio, and final implementation decisions were created and managed by the developer.
We used generative AI to assist with drafting in-game text and localization into supported languages.and no content is generated by AI during gameplay.
The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content
Crownsink is a hand-crafted game built the modern way: the developer writes and directs the code with the support of AI tools, while every sprite, sound and note of music springs from the game's own hand-written algorithms.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
Generative AI was used during development to create or assist with some pre-generated visual assets, including character, item, environment, and Steam store capsule, library, and marketing artwork. All output is selected, edited, integrated, and reviewed by the developer. No content is generated during gameplay.
Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay.
Arch Rogue was developed with extensive use of generative AI. Most of the game's code was written with AI assistance. The pixel-art sprites, tiles, animations, and store artwork were created with AI image-generation tools and then curated and integrated by the developer. Dialogue, quest text, and lore were AI-generated from developer-designed prompts and story structure. All AI content is created during development, not at runtime — the game does not generate any content with AI at runtime.
AI tools were used to assist with some of the game’s translations and in the creation of two in-game textures. These textures were subsequently edited, refined, and carefully reviewed by a human before being included in the final game.
We strictly rely on human creativity and craftsmanship throughout the game’s development.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Some visual assets and promotional artwork used in DuoControl were created or assisted using generative AI and were further refined by our development team. No generative AI is used during gameplay, and players cannot generate AI content within the game.
Narrative dialogue and story text were generated with AI assistance. Placeholder textures generated with AI appear in store page screenshots and marketing assets.
We are a small two-person studio. We apologize for using generative AI to assist with the translation and for any inaccuracies that may be present. We used it to make the game available in this language.
The drone images on the website and Steam game page, (not used in the actual game), were generated by AI. The Symbology of the in-game tactical display was generated by AI under close human supervision and iteration. The music in this game was not generated by AI.
All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game.
I am a solo developer with a very limited budget. The announcer voice lines are AI generated. I plan on replacing it completely with a human voice actor when I have the budget to do so.
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.
Business And Life Simulator, uses generative AI-assisted artwork in some packaging visuals for in-game products/items. Generative AI is not used in any other part of the game, and we are working to remove these AI-assisted visuals before the full release.
Generative AI was used to create some pre-rendered marketing and store page artwork, including capsule images and promotional graphics. These assets were reviewed and selected by the developer before use. The game does not use live-generated AI content during gameplay.
Some art assets in this game (character models and Music) were initially created with the assistance of AI generation tools, then reviewed, edited, and integrated into the game by the development team. The game does not generate any content with AI at runtime.
The following content in Nova Warp was created with the help of generative AI tools during development (pre-generated):• Music - created with Suno• Sound effects - created with ElevenLabs• Visual assets (in-game and store/marketing images) – created with FLUX.2 [klein] (Black Forest Labs)All AI-generated assets were reviewed by the developer. Nova Warp does not use any live or real-time AI generation during gameplay.
Generative AI tools were used during development to create many pre-generated 3D models and textures, including armor, weapons, shields, and other equipment assets. Generative AI was also used to assist with some store and marketing artwork. All AI-assisted content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service while running.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product.
Some promotional and store page artwork was created with the assistance of generative AI tools. All in-game art, audio, and text is human-authored. Nothing is generated by AI while you play.
I had a clear vision for my game but am just some guy trying to make games so I can spend more time with my kids. So I used Ai to assist me in turning my vision into art. I purchased assets from multiple artists as I fully believe in supporting the arts, however certain things I had to make myself and couldn't afford to commission an artist.
Some of the art in SoulForge Legends was created with the help of generative AI tools. All of it was generated during development, then reviewed, edited and assembled by hand before shipping. Nothing is generated live while you play, and the game never sends your input to an AI service.
We use AI tools only to demonstrate the game's feel, for marketing materials, and to optimise development. 3D models, UI, characters, robot enemies, the main soundtrack and other key elements of the game are lovingly crafted by our team.
Yes, we're not the fastest indie developers in the world. But we're working hard for you! ^_^
GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems.
During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
AI tools were used during development to assist with programming and debugging. All game design, mechanics, artwork, audio, and final implementation decisions were created and managed by the developer.
We used generative AI to assist with drafting in-game text and localization into supported languages.and no content is generated by AI during gameplay.
The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content