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.
Pre-generated generative AI was used during development to create and refine some character illustrations, 3D character models, and selected visual or marketing assets. All generated material was reviewed and edited by the developer before inclusion. The game does not generate AI content during play.
Generative AI tools were used during development to assist in the creation of visual and audio content. All AI-assisted content was created prior to release, reviewed and curated by the developer, and is included as part of the finished game. No generative AI is used during gameplay.
Generative AI tools were used to create and refine selected promotional artwork for the Steam store page. All resulting materials were reviewed and curated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Our App employs AI-powered image generation tools to aid in the production of visual assets and background artwork for marketing materials, including store page screenshots and preview assets, as well as for full-screen in-game interfaces such as the home screen and event pages.
The game features AI‑versus‑AI gameplay, but you need to provide access information for the general‑purpose AI.This may consume your tokens. Alternatively, you can skip the AI connection, which will not affect your gameplay experience.
Enchanted Blackjack is a creative outlet and passion project of mine. The original build was created in 48 hours for a game jam without using AI. Since then,
I have incorporated LLMs such as Claude Code into my workflow to speed up the software development part of game making. I am very aware AI is antithetical to the artform and I take care to ensure all graphics, sound effects, and music is created by humans WITHOUT the use of AI.
Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited.
Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running.
Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D visual assets, UI elements, and promotional materials. All AI-assisted content is reviewed and curated by the developer. No AI-generated content is created during gameplay.
Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay.
Generative AI tools were used during development to assist with portions of the game's code, written text, localization, and marketing copy. All resulting content was reviewed and edited by the developer. The game does not generate content live.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated 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.
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.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Some of the artwork, audio, text, and program code in this game were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets and development materials. All AI-assisted content was reviewed and integrated by the developer. No generative AI is used during gameplay.
As an individual developer, during development of this game, AI tools were heavily used. I disclose this honestly and transparently.
1. In-Game Assets
Illustrations & Art: Unit portraits and the opening cinematic illustrations were generated using AI image models, then manually curated, retouched, and unified in style. All assets were human-reviewed under strict art direction to ensure historical tone and consistency.
Opening Cinematic: Subtle motion effects on the illustrations were produced with an AI image-to-video model and assembled by using the Remotion pipeline.
Background Music: The soundtrack was generated by an AI music model in multiple takes, then human-selected, mixed, and mastered.
Telegram Voice-overs: The historical telegram voice-overs in-game were synthesized by an AI TTS system. Each character's reference voice was human-approved through listening tests before use.
2. Development Assistance
Code: Game code was written and debugged with the aid of AI coding assistants. All code was human-reviewed and validated through automated testing.
Localization: The game supports Simplified Chinese, Traditional Chinese, and English. The English text was AI-drafted and human-proofread.
3. What Is NOT AI-Generated
Historical Text: The telegrams in-game are taken from historical archives, 34 are verbatim transcriptions of the original documents, and 12 were written based on the sources. They were not AI-generated.
Terrain & Map: The battlefield map was procedurally rendered from real elevation data (SRTM), not generated by AI.
Game Balance & Statistics: Troop strength, Unit Introduction, and values were researched and set manually from historical sources, cross-checked for accuracy and play balance.
AI helps us bring our creative ideas to life. In true indie fashion, we are two starving game developers—figuratively, and occasionally quite literally. It’s the only way for us to produce the art we need while saving our remaining coins for developing the game. If the budget grows, we’ll consider buying the better cheese from the local market.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools.
Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay.
Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime.
All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images.
AI has been used solely as a coding assistant for assistance purposes.
As a solo indie developer with no software background, using a coding assistant is my only option.
Regards.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
Some visual and audio assets in this game were created with the assistance of generative AI tools, and subsequently reviewed, edited, and refined by the developer. The game does not feature live or runtime generative AI during gameplay and does not generate content based on player input.
Hostile Boards uses AI-generated content minimally, primarily for image creation and touch-ups in some of our visual assets. All AI-generated images are based on original designs and concepts created by our team. No live AI content generation or dynamic AI use occurs during gameplay
As part of our early access work, we have used AI-generated images as placeholders for the illustrations on our cards and leader icons. This allows us to iterate quickly and see which game mechanics players like or dislike. We will replace these with human art once we've received enough feedback to finalize what we keep or discard.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time.
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 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.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
NABERON uses generative AI tools in the creation of some of its assets.
3D models and textures were generated with Meshy, then reworked, retextured
and assembled by hand for the game. Music was generated with Suno, and part
of the sound effects with ElevenLabs. Some store page artwork, including the
logo, was created with AI image tools.
All generated content was reviewed, edited and approved by the developer
before it shipped. The game does not generate any content live while you
play — nothing is created at runtime.
As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play.
All artwork, sprites, terrain, animations and audio are procedurally generated by our own deterministic tools or licensed/purchased from human-made sources. No generative AI images or audio are used. AI assistance was used for drafting and prototyping, all of which is reviewed and further iterated by a human. No AI models run while the game is played.
Pre-generated generative AI was used during development to create and refine some character illustrations, 3D character models, and selected visual or marketing assets. All generated material was reviewed and edited by the developer before inclusion. The game does not generate AI content during play.
Generative AI tools were used during development to assist in the creation of visual and audio content. All AI-assisted content was created prior to release, reviewed and curated by the developer, and is included as part of the finished game. No generative AI is used during gameplay.
Generative AI tools were used to create and refine selected promotional artwork for the Steam store page. All resulting materials were reviewed and curated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Our App employs AI-powered image generation tools to aid in the production of visual assets and background artwork for marketing materials, including store page screenshots and preview assets, as well as for full-screen in-game interfaces such as the home screen and event pages.
The game features AI‑versus‑AI gameplay, but you need to provide access information for the general‑purpose AI.This may consume your tokens. Alternatively, you can skip the AI connection, which will not affect your gameplay experience.
Enchanted Blackjack is a creative outlet and passion project of mine. The original build was created in 48 hours for a game jam without using AI. Since then,
I have incorporated LLMs such as Claude Code into my workflow to speed up the software development part of game making. I am very aware AI is antithetical to the artform and I take care to ensure all graphics, sound effects, and music is created by humans WITHOUT the use of AI.
Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited.
Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running.
Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D visual assets, UI elements, and promotional materials. All AI-assisted content is reviewed and curated by the developer. No AI-generated content is created during gameplay.
Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay.
Generative AI tools were used during development to assist with portions of the game's code, written text, localization, and marketing copy. All resulting content was reviewed and edited by the developer. The game does not generate content live.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated 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.
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.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Some of the artwork, audio, text, and program code in this game were created with the assistance of generative AI tools and were reviewed, edited, and integrated by the developer. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets and development materials. All AI-assisted content was reviewed and integrated by the developer. No generative AI is used during gameplay.
As an individual developer, during development of this game, AI tools were heavily used. I disclose this honestly and transparently.
1. In-Game Assets
Illustrations & Art: Unit portraits and the opening cinematic illustrations were generated using AI image models, then manually curated, retouched, and unified in style. All assets were human-reviewed under strict art direction to ensure historical tone and consistency.
Opening Cinematic: Subtle motion effects on the illustrations were produced with an AI image-to-video model and assembled by using the Remotion pipeline.
Background Music: The soundtrack was generated by an AI music model in multiple takes, then human-selected, mixed, and mastered.
Telegram Voice-overs: The historical telegram voice-overs in-game were synthesized by an AI TTS system. Each character's reference voice was human-approved through listening tests before use.
2. Development Assistance
Code: Game code was written and debugged with the aid of AI coding assistants. All code was human-reviewed and validated through automated testing.
Localization: The game supports Simplified Chinese, Traditional Chinese, and English. The English text was AI-drafted and human-proofread.
3. What Is NOT AI-Generated
Historical Text: The telegrams in-game are taken from historical archives, 34 are verbatim transcriptions of the original documents, and 12 were written based on the sources. They were not AI-generated.
Terrain & Map: The battlefield map was procedurally rendered from real elevation data (SRTM), not generated by AI.
Game Balance & Statistics: Troop strength, Unit Introduction, and values were researched and set manually from historical sources, cross-checked for accuracy and play balance.
AI helps us bring our creative ideas to life. In true indie fashion, we are two starving game developers—figuratively, and occasionally quite literally. It’s the only way for us to produce the art we need while saving our remaining coins for developing the game. If the budget grows, we’ll consider buying the better cheese from the local market.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools.
Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay.
Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime.
All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images.
AI has been used solely as a coding assistant for assistance purposes.
As a solo indie developer with no software background, using a coding assistant is my only option.
Regards.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
Some visual and audio assets in this game were created with the assistance of generative AI tools, and subsequently reviewed, edited, and refined by the developer. The game does not feature live or runtime generative AI during gameplay and does not generate content based on player input.
Hostile Boards uses AI-generated content minimally, primarily for image creation and touch-ups in some of our visual assets. All AI-generated images are based on original designs and concepts created by our team. No live AI content generation or dynamic AI use occurs during gameplay
As part of our early access work, we have used AI-generated images as placeholders for the illustrations on our cards and leader icons. This allows us to iterate quickly and see which game mechanics players like or dislike. We will replace these with human art once we've received enough feedback to finalize what we keep or discard.
Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time.
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 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.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
NABERON uses generative AI tools in the creation of some of its assets.
3D models and textures were generated with Meshy, then reworked, retextured
and assembled by hand for the game. Music was generated with Suno, and part
of the sound effects with ElevenLabs. Some store page artwork, including the
logo, was created with AI image tools.
All generated content was reviewed, edited and approved by the developer
before it shipped. The game does not generate any content live while you
play — nothing is created at runtime.
As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play.
All artwork, sprites, terrain, animations and audio are procedurally generated by our own deterministic tools or licensed/purchased from human-made sources. No generative AI images or audio are used. AI assistance was used for drafting and prototyping, all of which is reviewed and further iterated by a human. No AI models run while the game is played.