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.
The in-game text and some marketing materials on this store page were initially created using AI and edited by the developer. The game contains no art from AI image generators, no AI-generated music, audio, dialogue or narrative, and generates no AI content at runtime.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
AI tools were used for part of the art and part of the sound, and to help write and translate text. All of it was reviewed and edited by the developers. No AI-generated content is created while the game is running.
Some of this game's 3D models and textures were created ahead of time with AI tools. Every generated asset was selected and adjusted by the developer before inclusion.
No content is generated by AI while the game is running.
Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually.
Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets.
Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game.
PROCEDURE ZERO is made by one person.
Pre-generated AI tools were used for character voices, sound effects, the
opening scene, and translations into languages other than Polish. Every
line of it was chosen, edited and placed in the game by hand. The game
does not generate any content while you play.
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.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
This game uses Eleven Labs to generate certain sound effects. All other content — including art, models, music, writing, and gameplay — is entirely hand‑made and does not use AI.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses.
During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service.
Some of the text content in this game was produced with the help of generative AI tools, then reviewed and edited by the developer:
- Localization into Ukrainian, Russian, Korean and Simplified Chinese
- Drafting of in-game news headline templates and procedural coin names
All of this content is generated ahead of time and ships as fixed text. The game uses no AI at runtime: it is fully offline, makes no network requests, and generates nothing while you play.
All game systems, market simulation and balance design are the developer's own work.
Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release.
Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
Generative AI tools are used to assist with porting the game text into additional languages. All AI-assisted translations are reviewed and edited by the developer before release. No generative AI is used during gameplay.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
Generative AI tools were used during development to assist in creating and refining certain visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product.
This game uses generative AI in parts of its development.
Generative AI is used to help generate the game's program code. However, all final testing, adjustment, and verification of the generated code are carried out by human developers.
Generative AI is also used to create the game's background music (BGM).
We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game.
Some of the game's written dialogue was drafted with the help of AI tools, then edited and checked by our team. No AI is used while you play: every line is written in advance and chosen by the game's own system, and the game never connects to an AI service.
The in-game text and some marketing materials on this store page were initially created using AI and edited by the developer. The game contains no art from AI image generators, no AI-generated music, audio, dialogue or narrative, and generates no AI content at runtime.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay.
AI tools were used for part of the art and part of the sound, and to help write and translate text. All of it was reviewed and edited by the developers. No AI-generated content is created while the game is running.
Some of this game's 3D models and textures were created ahead of time with AI tools. Every generated asset was selected and adjusted by the developer before inclusion.
No content is generated by AI while the game is running.
Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually.
Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets.
Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game.
PROCEDURE ZERO is made by one person.
Pre-generated AI tools were used for character voices, sound effects, the
opening scene, and translations into languages other than Polish. Every
line of it was chosen, edited and placed in the game by hand. The game
does not generate any content while you play.
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.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
This game uses Eleven Labs to generate certain sound effects. All other content — including art, models, music, writing, and gameplay — is entirely hand‑made and does not use AI.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses.
During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service.
Some of the text content in this game was produced with the help of generative AI tools, then reviewed and edited by the developer:
- Localization into Ukrainian, Russian, Korean and Simplified Chinese
- Drafting of in-game news headline templates and procedural coin names
All of this content is generated ahead of time and ships as fixed text. The game uses no AI at runtime: it is fully offline, makes no network requests, and generates nothing while you play.
All game systems, market simulation and balance design are the developer's own work.
Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release.
Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
Generative AI tools are used to assist with porting the game text into additional languages. All AI-assisted translations are reviewed and edited by the developer before release. No generative AI is used during gameplay.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
Generative AI tools were used during development to assist in creating and refining certain visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product.
This game uses generative AI in parts of its development.
Generative AI is used to help generate the game's program code. However, all final testing, adjustment, and verification of the generated code are carried out by human developers.
Generative AI is also used to create the game's background music (BGM).
We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game.
Some of the game's written dialogue was drafted with the help of AI tools, then edited and checked by our team. No AI is used while you play: every line is written in advance and chosen by the game's own system, and the game never connects to an AI service.