Public Steam disclosure research26,450 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.
We are both programmers with limited 3D skills (and limited natural languages known), hence:
- 3D assets are initially scaffolded by AI (think: silhouette, basic shapes) and afterwards using a Voxel Editor manually brushed up by us.
- Localization in Simplified Chinese, Japanese and Spanish is completely AI generated with a question for the Community to help us with translation accuracy. Dutch, Estonian and English are vetted by us.
AI-assisted tools were used during development to help create selected assets, including animal models, textures, artwork and game sounds, and to assist with drafting text and writing code. The generated content is prepared and integrated by the developer as part of the game's development process. No generative AI content is created during gameplay.
All of the game’s ideas, characters, stories and design are mine. English is not my first language, so I used AI tools to turn my writing into correct English, for both the game and this store page. The character voices and creature sounds were generated with ElevenLabs from my own scripts. I composed the music together with AI tools under my close direction: I set the style for every area and reviewed each track until it fit the game. Nothing in the game is generated by AI while you play.
AI tools were used in the creation of textures and UI, as well as in the localization of Tidy Master. We also plan to make extensive use of AI tools during the development of future multiplayer features.
Some visuals on the Steam store page were created with the assistance of generative AI tools. These tools also contributed to the translation of the game into certain Asian languages.
AI-generated content was used for the store promotional materials and library assets, as well as the in-game cards, background images, and a small number of UI elements.
Music, sound effects, voice lines and store page art were made with generative AI tools (Suno, ElevenLabs, an AI image model). AI also helped write parts of the code. No AI content is generated while playing.
Generative AI was used during development to create some pre-generated artwork and textures, cinematic video and audio, and to assist with writing and localization. These assets were selected and integrated before release. The game does not generate AI content or connect to AI services during play.
We used generative AI during development: for some of the 3D models (buildings, vehicles, creatures), for character images and short character animations, for the character voices, for some of the store page and marketing artwork, and for translating the game texts. For texts in game content and announcements, we use AI tools for writing, proofreading and editing. All content was selected, edited and reviewed by our team. In game, an external translation service (Microsoft Azure Translator) can translate chat messages from other players into your language.
Generative AI tools were used to assist in creating selected artwork, user interface graphics, promotional images, and localization. This content was reviewed and edited by the developer before use.
Generative AI was used to create promotional artwork and pre-generated painted in-game scenery and objects, and to assist with text and translations. Paper-plane geometry is drawn by the game, and audio is generated locally. No content is generated by AI during gameplay, and the game does not connect to external AI services.
All character voices (about 1,450 spoken lines) were generated with ElevenLabs AI text-to-speech using newly designed synthetic voices; no real person's voice was cloned. The soundtrack songs were created by the developer with the AI music tool Suno. No AI content is generated live during gameplay.
AI-assisted tools were used to create and refine some of the game’s and store page's visual assets. The developer reviewed and selected the final artwork to ensure it fits the game’s style and creative direction.
The game content was extensively created with generative AI. This includes 3D models, textures, artwork and marketing materials, audio, text and localization. The content was created in advance during development.
This game was made with the help of generative AI. The store art and parts of the trailer were generated with AI, and the game's art, music, texts and translations were created with AI assistance. The game does not generate any AI content while you play.
The character portraits for the computer opponents, and some store and marketing artwork, were created with AI image tools and then edited by the developer. All screenshots and gameplay footage are captured from the real game. Nothing is generated by AI while you play.
The narrator's voice in the "Get the board game" section (the welcome, the tour and the component guide) is generated with the Kokoro-82M text-to-speech model, reading the game's own script. The tour also shows every line as a subtitle.
The desktop game's floor generator can set itself up from a description the player types, such as "a short race for kids with lots of belts". A small language model (Qwen2.5-1.5B-Instruct) runs on the player's own computer and answers only with the generator's settings: a fixed list of options and numbers that it is held to while it writes, so it never produces text, images or sounds of its own. The game's own code then builds the floor from those settings and checks it like any other floor. The player's description becomes the description of their own floor, as text they wrote themselves. Nothing is sent over the internet.
AI generative content has been used for placeholder art content as well as to speed the process of design implementation for the game itself. All AI generated art and code are based on art and styles that were hand-drawn by our artists and all game designs were created by our staff at AWSM Games.
No AI generated art is published with the game. Any art that is published in the game was hand drawn by our artists and could be modified by AI but never generated. We like our pixel art, however good or bad it is.
All music and sound effects are created by the very human staff at AWSM Games.
We may also further use AI for initial localization in the future, but we hope communities will help with that instead.
Character designs were created by the developer. Generative AI tools were used to create some artwork, music, and Steam store images. English and Japanese text localization was prepared with AI assistance. The game does not generate AI content during play and does not connect to external AI services.
The game's art, music, sound effects, translations and some of the writing were made with the help of AI tools. No AI content is generated during gameplay.
Auto Face Swap Pro uses pretrained AI models on your PC to swap and enhance faces in user-selected photos, videos, and live camera frames. These results are generated while you use the application. Face processing runs locally and does not use an external AI service. Use only images and likenesses for which you have permission and the necessary rights, and disclose altered media when sharing it.
During the development of EVILGARD, only a small number of AI-generated images are currently used as temporary placeholders. These will be fully replaced with non-AI-generated artwork as development progresses. By the time of the final release, EVILGARD will no longer contain any AI-generated content.
All creative elements, including the story, characters, quests, dialogue, gameplay systems, and overall creative direction, are developed by the developer personally. AI is not used to generate voice performances, clone voices, or train voice models.
Board theme patterns (for the board's squares) were created with generative AI. The game's text was translated from English into the non-English languages with the help of AI tools.
Generative AI tools were used to assist with the creation of some in-game ASCII artwork, quest dialogue, item descriptions, translations and localization, as well as some store and promotional images and text. These materials are created during development and included in the game and promotional materials. The game does not generate new content using generative AI during gameplay and does not connect to external generative AI services.
Generative AI was used to create static store-page text, illustrations and brand graphics, and the narrator voice in the trailer (AI text-to-speech). The app itself does not generate AI content.
Game Over: Spring is a solo-developed project created and directed by Jaewook Lee.
Tripo and Meshy 3D models used during early prototyping have been replaced in the current demo with purchased, licensed or manually modeled 3D assets.
The demo still includes prerecorded AI-generated background music and narration, along with some AI-generated 2D artwork, including document illustrations and decorative imagery. These assets were created in advance; no AI content is generated during gameplay, and the game does not connect to an AI service.
Before the full release, we plan to replace the demo's AI-generated audio through work with professional musicians, sound designers and voice performers.
The riverbank painting and the nine cats' original artwork and walk animations were painted by hand by an artist. Building on that artwork, the rest of the art in the game and on this store page, the music, the in-game text and the translations were made with the help of AI tools under the developers' direction. Nothing is generated by AI while you play.
Building sprites, terrain textures, interface icons, event illustrations, the logo and the store artwork were created with AI image models and then processed and fitted to the game by the author's own tools. In-game texts, the English translation and the store description were written with the help of an AI assistant and edited by the author. Game design, rules and balancing are the author's own work. Nothing is generated by AI while you play.
We're a small team and develop games in our spare time. To make the most of our limited resources, we rely on AI to handle monotonous, routine tasks. That way, we can focus all our energy on what really makes the game great: creative design and engaging gameplay
Generative AI tools were used to assist in creating some 3D models during the development of Crew Out. These assets were refined and adapted by our development team to match the game's visual style.
Generative AI tools were also used to assist in creating some promotional artwork featured on the Steam store page.
The core gameplay mechanics, systems, and game design are developed by our team.
Generative AI was used to make parts of this game's content. The store page text and its translations were written with AI assistance. Nothing is generated by AI while you play, and the game does not connect to any AI service.
Halls of Dusk was made by a small independent team working with generative AI tools throughout development. No AI runs while you play: everything generated was made in advance, and the house is put together by ordinary code.
- Code: written with Claude (Anthropic), directed, played and tested by the developers.
- Art: the key art and the photographs, drawings and paintings found in the house were made with AI image generators. The figure was modelled with Meshy. The rooms, most furniture and the icons are generated by code written with AI.
- Music: made with Suno.
- Writing: the story, the hundred documents and the Portuguese translation were written with AI assistance and edited by the developers.
Sound effects come from licensed sound libraries, the developers' own recordings, and a few synthesised in code.
Generative AI was used extensively to assist with writing the game's programming code. It was also used to assist with certain aspects of the visual production process, the creation and editing of Steam store page descriptions, English translation, and the editing and PDF formatting of the accompanying README.
The character designs, illustration drawing and finishing, story and script, music, and sound effects were created by the developer.
The game does not contain any finished images, music, sound effects, or story content generated entirely from scratch by AI.
No generative AI is used to generate content in real time during gameplay.
This game uses generative AI to create dynamic in-game text and responses during gameplay. AI-generated content is used to make certain interactions more varied and responsive to the player's actions and the current game context.
Some pixel-art assets and store marketing artwork were created with generative AI during development, then processed and integrated as fixed assets. The game does not generate AI content during play and does not connect to external AI services.
Game illustrations, music, Steam artwork and some text were created with generative AI tools and prepared during development. No content is generated live during gameplay, and the game does not connect to an AI service.
AI assistance were used during development to write code and create game assets. However the game's machanics are designed and all assets were reviewed and adjusted by the developer. No AI image, voice or music generators were used, and the game does not generate any content with AI while you play.
I'm a solo dev. The VHS covers (all original parodies, no real movie or TV covers), posters, some textures, sounds and the in-store music were made with AI tools, then picked and edited by me. I designed and built the store and played it a lot until it felt fun. No AI content is generated during gameplay.
AI tools assisted with pre-release writing, localization, and visual concept work. All shipped content is fixed and reviewed by the developer. The game does not generate content during play and does not connect to an AI service.
We are both programmers with limited 3D skills (and limited natural languages known), hence:
- 3D assets are initially scaffolded by AI (think: silhouette, basic shapes) and afterwards using a Voxel Editor manually brushed up by us.
- Localization in Simplified Chinese, Japanese and Spanish is completely AI generated with a question for the Community to help us with translation accuracy. Dutch, Estonian and English are vetted by us.
AI-assisted tools were used during development to help create selected assets, including animal models, textures, artwork and game sounds, and to assist with drafting text and writing code. The generated content is prepared and integrated by the developer as part of the game's development process. No generative AI content is created during gameplay.
All of the game’s ideas, characters, stories and design are mine. English is not my first language, so I used AI tools to turn my writing into correct English, for both the game and this store page. The character voices and creature sounds were generated with ElevenLabs from my own scripts. I composed the music together with AI tools under my close direction: I set the style for every area and reviewed each track until it fit the game. Nothing in the game is generated by AI while you play.
AI tools were used in the creation of textures and UI, as well as in the localization of Tidy Master. We also plan to make extensive use of AI tools during the development of future multiplayer features.
Some visuals on the Steam store page were created with the assistance of generative AI tools. These tools also contributed to the translation of the game into certain Asian languages.
AI-generated content was used for the store promotional materials and library assets, as well as the in-game cards, background images, and a small number of UI elements.
Music, sound effects, voice lines and store page art were made with generative AI tools (Suno, ElevenLabs, an AI image model). AI also helped write parts of the code. No AI content is generated while playing.
Generative AI was used during development to create some pre-generated artwork and textures, cinematic video and audio, and to assist with writing and localization. These assets were selected and integrated before release. The game does not generate AI content or connect to AI services during play.
We used generative AI during development: for some of the 3D models (buildings, vehicles, creatures), for character images and short character animations, for the character voices, for some of the store page and marketing artwork, and for translating the game texts. For texts in game content and announcements, we use AI tools for writing, proofreading and editing. All content was selected, edited and reviewed by our team. In game, an external translation service (Microsoft Azure Translator) can translate chat messages from other players into your language.
Generative AI tools were used to assist in creating selected artwork, user interface graphics, promotional images, and localization. This content was reviewed and edited by the developer before use.
Generative AI was used to create promotional artwork and pre-generated painted in-game scenery and objects, and to assist with text and translations. Paper-plane geometry is drawn by the game, and audio is generated locally. No content is generated by AI during gameplay, and the game does not connect to external AI services.
All character voices (about 1,450 spoken lines) were generated with ElevenLabs AI text-to-speech using newly designed synthetic voices; no real person's voice was cloned. The soundtrack songs were created by the developer with the AI music tool Suno. No AI content is generated live during gameplay.
AI-assisted tools were used to create and refine some of the game’s and store page's visual assets. The developer reviewed and selected the final artwork to ensure it fits the game’s style and creative direction.
The game content was extensively created with generative AI. This includes 3D models, textures, artwork and marketing materials, audio, text and localization. The content was created in advance during development.
This game was made with the help of generative AI. The store art and parts of the trailer were generated with AI, and the game's art, music, texts and translations were created with AI assistance. The game does not generate any AI content while you play.
The character portraits for the computer opponents, and some store and marketing artwork, were created with AI image tools and then edited by the developer. All screenshots and gameplay footage are captured from the real game. Nothing is generated by AI while you play.
The narrator's voice in the "Get the board game" section (the welcome, the tour and the component guide) is generated with the Kokoro-82M text-to-speech model, reading the game's own script. The tour also shows every line as a subtitle.
The desktop game's floor generator can set itself up from a description the player types, such as "a short race for kids with lots of belts". A small language model (Qwen2.5-1.5B-Instruct) runs on the player's own computer and answers only with the generator's settings: a fixed list of options and numbers that it is held to while it writes, so it never produces text, images or sounds of its own. The game's own code then builds the floor from those settings and checks it like any other floor. The player's description becomes the description of their own floor, as text they wrote themselves. Nothing is sent over the internet.
AI generative content has been used for placeholder art content as well as to speed the process of design implementation for the game itself. All AI generated art and code are based on art and styles that were hand-drawn by our artists and all game designs were created by our staff at AWSM Games.
No AI generated art is published with the game. Any art that is published in the game was hand drawn by our artists and could be modified by AI but never generated. We like our pixel art, however good or bad it is.
All music and sound effects are created by the very human staff at AWSM Games.
We may also further use AI for initial localization in the future, but we hope communities will help with that instead.
Character designs were created by the developer. Generative AI tools were used to create some artwork, music, and Steam store images. English and Japanese text localization was prepared with AI assistance. The game does not generate AI content during play and does not connect to external AI services.
The game's art, music, sound effects, translations and some of the writing were made with the help of AI tools. No AI content is generated during gameplay.
Auto Face Swap Pro uses pretrained AI models on your PC to swap and enhance faces in user-selected photos, videos, and live camera frames. These results are generated while you use the application. Face processing runs locally and does not use an external AI service. Use only images and likenesses for which you have permission and the necessary rights, and disclose altered media when sharing it.
During the development of EVILGARD, only a small number of AI-generated images are currently used as temporary placeholders. These will be fully replaced with non-AI-generated artwork as development progresses. By the time of the final release, EVILGARD will no longer contain any AI-generated content.
All creative elements, including the story, characters, quests, dialogue, gameplay systems, and overall creative direction, are developed by the developer personally. AI is not used to generate voice performances, clone voices, or train voice models.
Board theme patterns (for the board's squares) were created with generative AI. The game's text was translated from English into the non-English languages with the help of AI tools.
Generative AI tools were used to assist with the creation of some in-game ASCII artwork, quest dialogue, item descriptions, translations and localization, as well as some store and promotional images and text. These materials are created during development and included in the game and promotional materials. The game does not generate new content using generative AI during gameplay and does not connect to external generative AI services.
Generative AI was used to create static store-page text, illustrations and brand graphics, and the narrator voice in the trailer (AI text-to-speech). The app itself does not generate AI content.
Game Over: Spring is a solo-developed project created and directed by Jaewook Lee.
Tripo and Meshy 3D models used during early prototyping have been replaced in the current demo with purchased, licensed or manually modeled 3D assets.
The demo still includes prerecorded AI-generated background music and narration, along with some AI-generated 2D artwork, including document illustrations and decorative imagery. These assets were created in advance; no AI content is generated during gameplay, and the game does not connect to an AI service.
Before the full release, we plan to replace the demo's AI-generated audio through work with professional musicians, sound designers and voice performers.
The riverbank painting and the nine cats' original artwork and walk animations were painted by hand by an artist. Building on that artwork, the rest of the art in the game and on this store page, the music, the in-game text and the translations were made with the help of AI tools under the developers' direction. Nothing is generated by AI while you play.
Building sprites, terrain textures, interface icons, event illustrations, the logo and the store artwork were created with AI image models and then processed and fitted to the game by the author's own tools. In-game texts, the English translation and the store description were written with the help of an AI assistant and edited by the author. Game design, rules and balancing are the author's own work. Nothing is generated by AI while you play.
We're a small team and develop games in our spare time. To make the most of our limited resources, we rely on AI to handle monotonous, routine tasks. That way, we can focus all our energy on what really makes the game great: creative design and engaging gameplay
Generative AI tools were used to assist in creating some 3D models during the development of Crew Out. These assets were refined and adapted by our development team to match the game's visual style.
Generative AI tools were also used to assist in creating some promotional artwork featured on the Steam store page.
The core gameplay mechanics, systems, and game design are developed by our team.
Generative AI was used to make parts of this game's content. The store page text and its translations were written with AI assistance. Nothing is generated by AI while you play, and the game does not connect to any AI service.
Halls of Dusk was made by a small independent team working with generative AI tools throughout development. No AI runs while you play: everything generated was made in advance, and the house is put together by ordinary code.
- Code: written with Claude (Anthropic), directed, played and tested by the developers.
- Art: the key art and the photographs, drawings and paintings found in the house were made with AI image generators. The figure was modelled with Meshy. The rooms, most furniture and the icons are generated by code written with AI.
- Music: made with Suno.
- Writing: the story, the hundred documents and the Portuguese translation were written with AI assistance and edited by the developers.
Sound effects come from licensed sound libraries, the developers' own recordings, and a few synthesised in code.
Generative AI was used extensively to assist with writing the game's programming code. It was also used to assist with certain aspects of the visual production process, the creation and editing of Steam store page descriptions, English translation, and the editing and PDF formatting of the accompanying README.
The character designs, illustration drawing and finishing, story and script, music, and sound effects were created by the developer.
The game does not contain any finished images, music, sound effects, or story content generated entirely from scratch by AI.
No generative AI is used to generate content in real time during gameplay.
This game uses generative AI to create dynamic in-game text and responses during gameplay. AI-generated content is used to make certain interactions more varied and responsive to the player's actions and the current game context.
Some pixel-art assets and store marketing artwork were created with generative AI during development, then processed and integrated as fixed assets. The game does not generate AI content during play and does not connect to external AI services.
Game illustrations, music, Steam artwork and some text were created with generative AI tools and prepared during development. No content is generated live during gameplay, and the game does not connect to an AI service.
AI assistance were used during development to write code and create game assets. However the game's machanics are designed and all assets were reviewed and adjusted by the developer. No AI image, voice or music generators were used, and the game does not generate any content with AI while you play.
I'm a solo dev. The VHS covers (all original parodies, no real movie or TV covers), posters, some textures, sounds and the in-store music were made with AI tools, then picked and edited by me. I designed and built the store and played it a lot until it felt fun. No AI content is generated during gameplay.
AI tools assisted with pre-release writing, localization, and visual concept work. All shipped content is fixed and reviewed by the developer. The game does not generate content during play and does not connect to an AI service.