Public Steam disclosure research25,383 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play.
This title uses generative AI for part of its localization process.
AI-generated translation drafts are reviewed and edited by the developer before implementation.
No content is dynamically generated by generative AI during gameplay.
This game was made available in many languages thanks to generative AI. Creation of some assets was performed or aided by generative AI tools.
If you ever beat an open-world game, you probably used more power than was used to generate all the assets in this game, including the ones that went unused. If you 100%'d that game, you used much, much more.
This game uses live-generated AI content during gameplay. Specifically, parts of the audio/signal layer are generated in real time based on game state and player interactions. No user prompts or user-generated text/images are required to play.
This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development.
The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience.
Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
This game was build entirely using Artificial Intelligence, including code, visual, sound effects and soundtracks. It was however crafted with care by a real human.
AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime.
AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
The game does not use AI-generated art, music, character assets, or gameplay content. Generative AI tools were used only to assist with localization drafts for some in-game and store page text, and the final text was reviewed and edited by the developer.
During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content.
This game uses generative artificial intelligence to assist in writing portions of its code during development. All AI-generated content has been manually reviewed, modified, and tested by the development team to ensure the game's stability, security, and content compliance. No real-time AI content is generated during gameplay.
Generative AI has been used for proofreading in-game and store texts. It has also been used to localize the game and as a voice-over in the cinematic trailer.
As a solo developer, I’ve used AI-assisted tools to create some of the game’s assets. My goal is to replace these with fully hand-drawn artwork created by a professional artist.
The background music in this game was created using generative AI (Suno AI). Every audio track has been personally reviewed and edited by the developer. Furthermore, all content is used in full compliance with the commercial usage rights provided by the tool's official licensing.
Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it.
Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it.
Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself:
- Coding assistance while writing the game's GDScript.
- An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions.
- Assistance in building linters (Valve YAML sheets) that check the project's text.
- Drafting and summarizing the release notes (patch notes) from the project's changelog.
None of this creates any of the writing, art, audio, or design inside the game.
Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.
At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play.
This title uses generative AI for part of its localization process.
AI-generated translation drafts are reviewed and edited by the developer before implementation.
No content is dynamically generated by generative AI during gameplay.
This game was made available in many languages thanks to generative AI. Creation of some assets was performed or aided by generative AI tools.
If you ever beat an open-world game, you probably used more power than was used to generate all the assets in this game, including the ones that went unused. If you 100%'d that game, you used much, much more.
This game uses live-generated AI content during gameplay. Specifically, parts of the audio/signal layer are generated in real time based on game state and player interactions. No user prompts or user-generated text/images are required to play.
This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development.
The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience.
Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
This game was build entirely using Artificial Intelligence, including code, visual, sound effects and soundtracks. It was however crafted with care by a real human.
AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime.
AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
The game does not use AI-generated art, music, character assets, or gameplay content. Generative AI tools were used only to assist with localization drafts for some in-game and store page text, and the final text was reviewed and edited by the developer.
During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content.
This game uses generative artificial intelligence to assist in writing portions of its code during development. All AI-generated content has been manually reviewed, modified, and tested by the development team to ensure the game's stability, security, and content compliance. No real-time AI content is generated during gameplay.
Generative AI has been used for proofreading in-game and store texts. It has also been used to localize the game and as a voice-over in the cinematic trailer.
As a solo developer, I’ve used AI-assisted tools to create some of the game’s assets. My goal is to replace these with fully hand-drawn artwork created by a professional artist.
The background music in this game was created using generative AI (Suno AI). Every audio track has been personally reviewed and edited by the developer. Furthermore, all content is used in full compliance with the commercial usage rights provided by the tool's official licensing.
Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it.
Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it.
Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself:
- Coding assistance while writing the game's GDScript.
- An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions.
- Assistance in building linters (Valve YAML sheets) that check the project's text.
- Drafting and summarizing the release notes (patch notes) from the project's changelog.
None of this creates any of the writing, art, audio, or design inside the game.
Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.