Public Steam disclosure research25,380 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
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.
Currently, AI-generated content is being used for the store page, marketing materials, and/or community center materials to showcase a general vision of the game's future during the early development phase (game screenshots are labeled as "Prototype"), but with the subsequent removal and implementation of original content.
AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made.
AI tools were used during development to assist with post-processing of store page images and internal concept art.
Images used on the store page originate from the game itself, with AI tools used to help improve sharpness, clarity, and to adapt images to required dimensions.
All AI-assisted images were manually reviewed and selected by the developer.
No AI-generated content is used during gameplay, and no AI is used to dynamically generate visuals, dialogue, audio, or other content while the game is running.
This is an independently developed game. Generative AI tools are used as an auxiliary creative method in certain development processes, including art design and assisted code development.
All AI-generated assets and code snippets have undergone original conceptualization by the developer, manual modification, detailed refinement, and strict review, ensuring that all content is legal and compliant, stylistically consistent, and does not infringe upon the intellectual property rights of any third party.
Some UI elements and 2D art assets have been made with AI. Some sound effects have been made or mixed with elements containing AI generated content. The store page capsule art background contains AI generated content.
No AI art, no AI music, no AI sounds, no AI dialouges/descriptions/names, no vibe coding was used during development of game. Only: very small misc UI elements, some smaller closed coding elements like some shaders and AI machine translation for every steam supported language excluding English, Polish and Chinese (Traditional and Simplified).
This project may contain minimum AI generated content such as 2D sprite & voice lines, etc. We try to hand make everything as much as possible but we are a small team and occasionally we do use AI generated content.
AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up.
Legend of Ertuğrul is a story-driven action game featuring fixed content created by the development team.
During development, AI tools were used only for idea generation, text drafting, and the initial design stage of certain character visuals.
These visuals were then edited, repainted, or composited by the development team to create the final versions.
The game does not include any real-time AI content generation or user-created content features.
All texts, sounds, models, and code in the game were originally created by the developers or obtained from licensed sources.
Use of AI in Development (Pre-Generated Only)
-Our game does not create new content at runtime. During development we used AI as a helper in two ways:
-Programming: code-completion and refactor suggestions (e.g., test scaffolds, lint fixes). All code was reviewed and modified by a human before inclusion.
-Assets: early concepts/placeholders for UI icons and marketing drafts. Final in-game and store assets were painted/edited and approved by our team before shipping.
-We do not ship unreviewed model outputs, and we do not include content we believe infringes others’ rights. This disclosure follows Steam’s guidance to label pre-generated vs. live-generated AI usage; our title uses pre-generated only.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
Only AI Code was used.
- Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties.
- Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts.
- Used for debugging purposes.
ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay.
All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions.
AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text.
UI generation, which will likely be replaced later with non-AI-created assets.
Occasional code corrections, but 90% of the code was written by myself.
whenever I write code, I ask Ai to polish my code, because my code is not that clean.
for some of the art, I draw rough sketches and ask ai to make a more appealing version of it
To make Ekoman accessible to more players in their own languages, in-game menus, cutscenes, and store page texts have been translated using artificial intelligence. Please feel free to contact us if you encounter any issues.
During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project.
Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future.
Currently, AI-generated content is being used for the store page, marketing materials, and/or community center materials to showcase a general vision of the game's future during the early development phase (game screenshots are labeled as "Prototype"), but with the subsequent removal and implementation of original content.
AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made.
AI tools were used during development to assist with post-processing of store page images and internal concept art.
Images used on the store page originate from the game itself, with AI tools used to help improve sharpness, clarity, and to adapt images to required dimensions.
All AI-assisted images were manually reviewed and selected by the developer.
No AI-generated content is used during gameplay, and no AI is used to dynamically generate visuals, dialogue, audio, or other content while the game is running.
This is an independently developed game. Generative AI tools are used as an auxiliary creative method in certain development processes, including art design and assisted code development.
All AI-generated assets and code snippets have undergone original conceptualization by the developer, manual modification, detailed refinement, and strict review, ensuring that all content is legal and compliant, stylistically consistent, and does not infringe upon the intellectual property rights of any third party.
Some UI elements and 2D art assets have been made with AI. Some sound effects have been made or mixed with elements containing AI generated content. The store page capsule art background contains AI generated content.
No AI art, no AI music, no AI sounds, no AI dialouges/descriptions/names, no vibe coding was used during development of game. Only: very small misc UI elements, some smaller closed coding elements like some shaders and AI machine translation for every steam supported language excluding English, Polish and Chinese (Traditional and Simplified).
This project may contain minimum AI generated content such as 2D sprite & voice lines, etc. We try to hand make everything as much as possible but we are a small team and occasionally we do use AI generated content.
AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up.
Legend of Ertuğrul is a story-driven action game featuring fixed content created by the development team.
During development, AI tools were used only for idea generation, text drafting, and the initial design stage of certain character visuals.
These visuals were then edited, repainted, or composited by the development team to create the final versions.
The game does not include any real-time AI content generation or user-created content features.
All texts, sounds, models, and code in the game were originally created by the developers or obtained from licensed sources.
Use of AI in Development (Pre-Generated Only)
-Our game does not create new content at runtime. During development we used AI as a helper in two ways:
-Programming: code-completion and refactor suggestions (e.g., test scaffolds, lint fixes). All code was reviewed and modified by a human before inclusion.
-Assets: early concepts/placeholders for UI icons and marketing drafts. Final in-game and store assets were painted/edited and approved by our team before shipping.
-We do not ship unreviewed model outputs, and we do not include content we believe infringes others’ rights. This disclosure follows Steam’s guidance to label pre-generated vs. live-generated AI usage; our title uses pre-generated only.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
Only AI Code was used.
- Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties.
- Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts.
- Used for debugging purposes.
ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay.
All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions.
AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text.
UI generation, which will likely be replaced later with non-AI-created assets.
Occasional code corrections, but 90% of the code was written by myself.
whenever I write code, I ask Ai to polish my code, because my code is not that clean.
for some of the art, I draw rough sketches and ask ai to make a more appealing version of it
To make Ekoman accessible to more players in their own languages, in-game menus, cutscenes, and store page texts have been translated using artificial intelligence. Please feel free to contact us if you encounter any issues.
During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project.
Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future.