Public Steam disclosure research25,383 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.
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
Generative AI was used during development to create 22 music tracks with AI music-generation tools licensed for commercial use and to draft portions of the non-English localization and store-page text. All AI-assisted material has been reviewed and finalized by the developer. The game does not generate content or code with AI during play and does not connect to external AI services at runtime.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds.
Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image.
This means only the back scape mainly promotional artwork and character backgrounds were generated by AI.
What type of code?
Game logic, UI systems, audio management, and narrative engine code written in Python with PySide6.
How are you using it?
AI (Claude) was used as a coding assistant during development. The developer directed all features, reviewed all generated code, tested functionality, and made final implementation decisions. The AI assisted with writing and debugging code based on human specifications.
(AI was used as a coding assistant. All code was human-reviewed, tested, and approved before implementation. The game is offline single-player with no features that could enable malicious use.)
The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release.
Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer.
Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios
'm a solo developer making this game with a very limited budget. While I was able to hire artists for some of the game's assets, I simply couldn't afford to commission every piece of content needed to complete the project.
Because of that, I used generative AI as a supplementary tool for certain assets and to assist with English translation. Since English isn't my native language, AI also helped me ensure that dialogue, jokes, and other text conveyed the intended meaning naturally.
Whenever possible, I chose to work with human artists, and all AI-generated content was carefully reviewed, edited, and integrated by me. My goal was never to replace artists, but to make it possible to finish the game as an independent developer.
Backswamps contains some pre-generated visual assets created with the assistance of generative AI, including certain textures and interface artwork. All AI-assisted content has been reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay.
A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
This game uses generative AI to pre-generate visual assets (character portraits, capsule/marketing art) and voice narration (TTS). All AI-generated content is created during development and reviewed/curated
by the developer before shipping. No generative AI runs live during gameplay. We have the necessary rights to use the AI tools and their outputs, and the content does not infringe third-party IP.
This game uses generative AI tools in parts of its development. Some code was written with AI coding assistants, and some marketing and store artwork — including the capsule art and logo — was produced with AI assistance, based on and matched to in-game assets we created ourselves. Some 3D assets were created with AI-assisted tools All screenshots show real gameplay, all AI-assisted output is reviewed by a human before it ships, and no AI-generated content is produced live during play.
AI was used strictly to block out a few initial base meshes, which I then manually reworked to fit the game's style & performance.
No AI runs at runtime.
Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups.
This game is built by a Master of the Fine Arts in Digital and New Media with a specialization in procedural content. Generative AI tools were used during development to create and iterate on pre-rendered visual assets, including dream artwork, backgrounds, capsule art, and marketing imagery. All AI-assisted content is selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to third-party AI services during play.
Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience.
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
Some promotional images and marketing content for Maze Mischief were created with the assistance of generative artificial intelligence tools and subsequently reviewed and adjusted by the developer.
Some of the promotional artwork for MoonCraft was created using generative AI tools.
All in‑game content, gameplay assets, code, and visuals were created manually without AI.
Only the store page art uses AI; the game itself does not include AI‑generated content.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game.
We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human.
During development we used generative AI tools to create some content that ships in the game:
- Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us.
- Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion.
- Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us.
All AI-generated content was reviewed by a human before shipping.
We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work.
Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
VOIDWAVE's game design, programming, and automation simulation are built by hand. Some visual assets — certain sprites, icons, and UI art — were created with the help of generative AI tools and hand-edited to fit the game's style, and the game's music is AI-generated. Sound effects use procedural synthesis (not AI). All gameplay, systems, and balancing are human-designed, and all content is finalized during development — nothing is AI-generated while you play.
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
The game uses Generative AI for the following in a Static manner nothing is dynamically generated I have used some of it for: Some Card Art, Some Event Art and finally Localization - Please try the free demo before purchase if you require a language other than English to see if its workable. Thank you!
Some 2D art assets in Brimir: Pilgrimage to the Heart (such as background illustrations and key art) were created with the help of AI image-generation tools, then reviewed and edited by the development team. Purchased asset packs and tilesets, as well as all game code,
systems, and design, are not AI-generated. We have taken care to ensure the generated content does not infringe on existing intellectual property.
Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses.
Some 2D art assets in this game (such as certain face-card portraits and mascots) were created with the assistance of AI image-generation tools and then hand-edited and composited. All game design, code, writing, and music are human-authored, and all store screenshots are captured from real gameplay. No AI-generated content is produced live during gameplay.
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
Generative AI was used during development to create 22 music tracks with AI music-generation tools licensed for commercial use and to draft portions of the non-English localization and store-page text. All AI-assisted material has been reviewed and finalized by the developer. The game does not generate content or code with AI during play and does not connect to external AI services at runtime.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
After the creation of assets by an artist, the team used gen AI to generate backdrops for assets, and general backgrounds.
Gen AI was used to amalgamate artist created assets into grouped assets. E.g. the aliens which were created by the artist are then rendered together by AI for a promotional image.
This means only the back scape mainly promotional artwork and character backgrounds were generated by AI.
What type of code?
Game logic, UI systems, audio management, and narrative engine code written in Python with PySide6.
How are you using it?
AI (Claude) was used as a coding assistant during development. The developer directed all features, reviewed all generated code, tested functionality, and made final implementation decisions. The AI assisted with writing and debugging code based on human specifications.
(AI was used as a coding assistant. All code was human-reviewed, tested, and approved before implementation. The game is offline single-player with no features that could enable malicious use.)
The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release.
Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer.
Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios
'm a solo developer making this game with a very limited budget. While I was able to hire artists for some of the game's assets, I simply couldn't afford to commission every piece of content needed to complete the project.
Because of that, I used generative AI as a supplementary tool for certain assets and to assist with English translation. Since English isn't my native language, AI also helped me ensure that dialogue, jokes, and other text conveyed the intended meaning naturally.
Whenever possible, I chose to work with human artists, and all AI-generated content was carefully reviewed, edited, and integrated by me. My goal was never to replace artists, but to make it possible to finish the game as an independent developer.
Backswamps contains some pre-generated visual assets created with the assistance of generative AI, including certain textures and interface artwork. All AI-assisted content has been reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay.
A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
This game uses generative AI to pre-generate visual assets (character portraits, capsule/marketing art) and voice narration (TTS). All AI-generated content is created during development and reviewed/curated
by the developer before shipping. No generative AI runs live during gameplay. We have the necessary rights to use the AI tools and their outputs, and the content does not infringe third-party IP.
This game uses generative AI tools in parts of its development. Some code was written with AI coding assistants, and some marketing and store artwork — including the capsule art and logo — was produced with AI assistance, based on and matched to in-game assets we created ourselves. Some 3D assets were created with AI-assisted tools All screenshots show real gameplay, all AI-assisted output is reviewed by a human before it ships, and no AI-generated content is produced live during play.
AI was used strictly to block out a few initial base meshes, which I then manually reworked to fit the game's style & performance.
No AI runs at runtime.
Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups.
This game is built by a Master of the Fine Arts in Digital and New Media with a specialization in procedural content. Generative AI tools were used during development to create and iterate on pre-rendered visual assets, including dream artwork, backgrounds, capsule art, and marketing imagery. All AI-assisted content is selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to third-party AI services during play.
Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience.
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
Some promotional images and marketing content for Maze Mischief were created with the assistance of generative artificial intelligence tools and subsequently reviewed and adjusted by the developer.
Some of the promotional artwork for MoonCraft was created using generative AI tools.
All in‑game content, gameplay assets, code, and visuals were created manually without AI.
Only the store page art uses AI; the game itself does not include AI‑generated content.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game.
We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human.
During development we used generative AI tools to create some content that ships in the game:
- Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us.
- Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion.
- Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us.
All AI-generated content was reviewed by a human before shipping.
We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work.
Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
VOIDWAVE's game design, programming, and automation simulation are built by hand. Some visual assets — certain sprites, icons, and UI art — were created with the help of generative AI tools and hand-edited to fit the game's style, and the game's music is AI-generated. Sound effects use procedural synthesis (not AI). All gameplay, systems, and balancing are human-designed, and all content is finalized during development — nothing is AI-generated while you play.
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
The game uses Generative AI for the following in a Static manner nothing is dynamically generated I have used some of it for: Some Card Art, Some Event Art and finally Localization - Please try the free demo before purchase if you require a language other than English to see if its workable. Thank you!
Some 2D art assets in Brimir: Pilgrimage to the Heart (such as background illustrations and key art) were created with the help of AI image-generation tools, then reviewed and edited by the development team. Purchased asset packs and tilesets, as well as all game code,
systems, and design, are not AI-generated. We have taken care to ensure the generated content does not infringe on existing intellectual property.
Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses.
Some 2D art assets in this game (such as certain face-card portraits and mascots) were created with the assistance of AI image-generation tools and then hand-edited and composited. All game design, code, writing, and music are human-authored, and all store screenshots are captured from real gameplay. No AI-generated content is produced live during gameplay.