Public Steam disclosure research25,383 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.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Pre-generated generative AI was used to create portions of the game's Steam store marketing artwork, including key art and derived capsule and library images. The released game does not generate AI content at runtime, and players do not directly interact with generative AI.
Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing.
Pre-generated AI tools were used during development to assist with portions of source code and localization, and to create the store capsule/key artwork. All outputs were reviewed, edited, and curated by the developers. The game's playable visuals are rendered procedurally by the shipped code. The product contains no live-generative AI, does not accept AI prompts from players, and does not send player data to an AI service.
Generative AI tools assisted with drafting store page copy and written marketing material and some graphic items. The game itself contains no AI-generated content.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself.
AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
All images on the store page and game library are
derived from AI-generated source images.
The game contains images that were generated by the AI during the development process.
The developer designed a specific prompt for each image that was requested from the AI
and the generated images were stored in the game.
No AI is used during the game and no internet connection is used.
AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer.
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.
Some of the game's 2D art — backgrounds, obstacle textures, sticker
illustrations and the logo — was created with the help of generative AI
tools during development. All of it was reviewed, edited and assembled by
the developer. Part of the game's source code was also written with AI
assistance. The game itself contains no AI models and generates nothing at
runtime: every asset ships as a fixed file.
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat.
The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data.
Some of the artwork for this game was created with generative AI image tools and then edited by hand: the store page capsule images, the application icon, the studio logo, and the lobby board art.
The store text was written in Korean and translated into the other six supported languages with the help of AI.
The gameplay visuals are rendered in Unity, and all 2,478 stages are hand-authored data whose solutions are verified by a solver. No generative AI runs while you are playing.
This game was developed with the help of generative AI tools in the following areas.
■ Illustrations and images
2D artwork such as backgrounds, character portraits, cut-in illustrations, character creator parts, achievement icons, and store artwork was produced using image generation AI. The developer designed and directed the composition, character design, colors, and intent, then selected, retouched, cropped, and composited the generated images before including them in the game.
■ Music
The background music was produced using music generation AI. The developer designed the required mood for each scene, generated candidates, then selected and edited the tracks that are included in the game.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Assets that do not involve AI
All sound effects and character voices are existing human-created audio assets (Soundeffect Lab, Kurage Kosho, T-Suta, DOVA-SYNDROME), used in accordance with each provider's terms of use. They are not AI generated. The font is "Zen Kaku Gothic New," provided under the SIL Open Font License.
■ Rights and legal care
All AI-generated assets were reviewed by the developer to ensure they contain no illegal content and do not infringe the rights of third parties. No generation was performed with the intent of imitating any specific real person or existing work.
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Generative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included.
Some pre-generated 2D artwork assets were created with the assistance of generative AI tools during development. These AI-assisted drafts were used as a starting point for cat sprites, adoption box artwork, icons, capsule images, trailer visuals, and some store screenshots. All final assets were selected, edited, adjusted, and reviewed by the developer before being included in the product. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used to assist with certain code, UI elements, and visual effect assets. All AI-assisted content was reviewed and ultimately approved by actual humans on the development team. The game’s environments, NPCs, and related artwork were handcrafted by our artist. All gameplay design, creative direction, and final content decisions were made by the development team.
Generative AI tools were used to create store graphical assets, promotional images, capsule artwork, and in-game card visual assets. AI was not used to generate live in-game content.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
The area background artwork in this game is based on images created with a generative AI tool. This covers 96 images across six themes; the generated images were reviewed, selected, and processed into the game's format during development. Some title logos were produced the same way and then post-processed.
All other assets — cell graphics, clouds, sound effects, background music, planet textures, and the app icon — are generated procedurally in code and do not use AI.
No AI runs while the game is playing.
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists.
Some marketing assets were created with the assistance of generative AI. All gameplay, code, game content, and in-game art are human-made; the game contains. There is no AIgenerated content at runtime.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
Pre-generated AI tools were used to assist in creating 2D character, environment, interface, and promotional artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Pre-generated generative AI tools were used during development to create a limited number of static visual assets.
OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model.
These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer.
The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running.
Generative AI tools were used for pre-rendered character portraits, title/key artwork and other game illustrations, portions of promotional video and audio, marketing artwork, and assistance with localized text. These assets and text were reviewed and edited for the game. Orderfall does not generate AI content during gameplay or connect to an external AI service. The live-action-style Captain Cook teaser is dramatized promotional footage; the game itself uses pixel-art graphics.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Pre-generated generative AI was used to create portions of the game's Steam store marketing artwork, including key art and derived capsule and library images. The released game does not generate AI content at runtime, and players do not directly interact with generative AI.
Generative AI tools were used during development to assist with creating certain puzzle artworks, background visuals, and ambient music tracks. The game does not feature any real-time, live AI generation while playing.
Pre-generated AI tools were used during development to assist with portions of source code and localization, and to create the store capsule/key artwork. All outputs were reviewed, edited, and curated by the developers. The game's playable visuals are rendered procedurally by the shipped code. The product contains no live-generative AI, does not accept AI prompts from players, and does not send player data to an AI service.
Generative AI tools assisted with drafting store page copy and written marketing material and some graphic items. The game itself contains no AI-generated content.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself.
AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
All images on the store page and game library are
derived from AI-generated source images.
The game contains images that were generated by the AI during the development process.
The developer designed a specific prompt for each image that was requested from the AI
and the generated images were stored in the game.
No AI is used during the game and no internet connection is used.
AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer.
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.
Some of the game's 2D art — backgrounds, obstacle textures, sticker
illustrations and the logo — was created with the help of generative AI
tools during development. All of it was reviewed, edited and assembled by
the developer. Part of the game's source code was also written with AI
assistance. The game itself contains no AI models and generates nothing at
runtime: every asset ships as a fixed file.
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat.
The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data.
Some of the artwork for this game was created with generative AI image tools and then edited by hand: the store page capsule images, the application icon, the studio logo, and the lobby board art.
The store text was written in Korean and translated into the other six supported languages with the help of AI.
The gameplay visuals are rendered in Unity, and all 2,478 stages are hand-authored data whose solutions are verified by a solver. No generative AI runs while you are playing.
This game was developed with the help of generative AI tools in the following areas.
■ Illustrations and images
2D artwork such as backgrounds, character portraits, cut-in illustrations, character creator parts, achievement icons, and store artwork was produced using image generation AI. The developer designed and directed the composition, character design, colors, and intent, then selected, retouched, cropped, and composited the generated images before including them in the game.
■ Music
The background music was produced using music generation AI. The developer designed the required mood for each scene, generated candidates, then selected and edited the tracks that are included in the game.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Assets that do not involve AI
All sound effects and character voices are existing human-created audio assets (Soundeffect Lab, Kurage Kosho, T-Suta, DOVA-SYNDROME), used in accordance with each provider's terms of use. They are not AI generated. The font is "Zen Kaku Gothic New," provided under the SIL Open Font License.
■ Rights and legal care
All AI-generated assets were reviewed by the developer to ensure they contain no illegal content and do not infringe the rights of third parties. No generation was performed with the intent of imitating any specific real person or existing work.
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Generative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included.
Some pre-generated 2D artwork assets were created with the assistance of generative AI tools during development. These AI-assisted drafts were used as a starting point for cat sprites, adoption box artwork, icons, capsule images, trailer visuals, and some store screenshots. All final assets were selected, edited, adjusted, and reviewed by the developer before being included in the product. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used to assist with certain code, UI elements, and visual effect assets. All AI-assisted content was reviewed and ultimately approved by actual humans on the development team. The game’s environments, NPCs, and related artwork were handcrafted by our artist. All gameplay design, creative direction, and final content decisions were made by the development team.
Generative AI tools were used to create store graphical assets, promotional images, capsule artwork, and in-game card visual assets. AI was not used to generate live in-game content.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
The area background artwork in this game is based on images created with a generative AI tool. This covers 96 images across six themes; the generated images were reviewed, selected, and processed into the game's format during development. Some title logos were produced the same way and then post-processed.
All other assets — cell graphics, clouds, sound effects, background music, planet textures, and the app icon — are generated procedurally in code and do not use AI.
No AI runs while the game is playing.
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists.
Some marketing assets were created with the assistance of generative AI. All gameplay, code, game content, and in-game art are human-made; the game contains. There is no AIgenerated content at runtime.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
Pre-generated AI tools were used to assist in creating 2D character, environment, interface, and promotional artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Pre-generated generative AI tools were used during development to create a limited number of static visual assets.
OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model.
These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer.
The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running.
Generative AI tools were used for pre-rendered character portraits, title/key artwork and other game illustrations, portions of promotional video and audio, marketing artwork, and assistance with localized text. These assets and text were reviewed and edited for the game. Orderfall does not generate AI content during gameplay or connect to an external AI service. The live-action-style Captain Cook teaser is dramatized promotional footage; the game itself uses pixel-art graphics.