Public Steam disclosure research25,893 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Generative AI tools (including Tripo3D and Meshy) were used during development to generate base 3D models for characters and environment assets, which were then manually adjusted and refined. AI tools were also used to create ambient background textures for marketing materials and Steam capsule illustrations. No live-generated AI content is used during runtime.
Network Engineer leverages generative artificial intelligence to enhance gameplay immersion and realism. AI-driven systems dynamically simulate customer behavior, hardware issues, and environmental challenges, creating unique scenarios and ensuring no two playthroughs are alike. Your feedback will help refine these systems!
Some assets within the game are generated with the help of AI, this includes but is not limited to:
- Contracts (Company Names, Locations etc.)
- Hardware Names (For the networking device)
- Company Logos
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
AI was used to assist/create with some 2D artwork in the game, some 3D models have been created with Meshy AI 3D model generator, as well as some promotional and store page images. No AI was used to generate gameplay, code, animations, or core game content. All gameplay systems and in‑game mechanics are manually created.
Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools.
AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content.
Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services.
During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets.
AI tools were used to generate some of the bulk flavor text/copy (which were human-reviewed/modified/tested).
All other assets (music, sound effects, artwork, sprites, core game text, etc) were created by humans.
Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release.
We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process.
Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation.
All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality.
Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game.
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.
The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.
Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.
Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.
Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.
Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.
And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.
Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Some visual assets used in the game were created with the help of generative AI. This includes certain service icons, such as Express Delivery, some NPC purchase icons, such as Cook and Burger Maker, and some burger ingredient images. These AI-generated visuals are used as in-game UI/store assets and item icons.
Finesse uses generative AI tools for select pre-generated content created during development:
- Meshy — 3D model generation for some character and environment assets
- ElevenLabs — voice line generation for in-game audio
- Suno — music track generation for soundtrack and ambient audio
- Anthropic Claude — assistance with in-game text content (descriptions, narrative copy)
All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game.
Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
A Quick Note on AI Tools:
To give our loading screens a cinematic, atmospheric feel, we took screenshots of our actual game environments and used AI tools solely to enhance the lighting, details, and decals for those transition images. For our Achievement Icons, we used AI-generated imagery only for the background fillers, while the main icon artwork was manually created.
Rest assured, 100% of the actual playable game, including all 3D models, world textures, animations, and code was fully handcrafted by our team.
Dance Floor VR uses some pre-generated AI-assisted content for selected visual assets and music/audio elements. All such content was reviewed and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
Generative AI tools (including Tripo3D and Meshy) were used during development to generate base 3D models for characters and environment assets, which were then manually adjusted and refined. AI tools were also used to create ambient background textures for marketing materials and Steam capsule illustrations. No live-generated AI content is used during runtime.
Network Engineer leverages generative artificial intelligence to enhance gameplay immersion and realism. AI-driven systems dynamically simulate customer behavior, hardware issues, and environmental challenges, creating unique scenarios and ensuring no two playthroughs are alike. Your feedback will help refine these systems!
Some assets within the game are generated with the help of AI, this includes but is not limited to:
- Contracts (Company Names, Locations etc.)
- Hardware Names (For the networking device)
- Company Logos
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
AI was used to assist/create with some 2D artwork in the game, some 3D models have been created with Meshy AI 3D model generator, as well as some promotional and store page images. No AI was used to generate gameplay, code, animations, or core game content. All gameplay systems and in‑game mechanics are manually created.
Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools.
AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content.
Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services.
During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets.
AI tools were used to generate some of the bulk flavor text/copy (which were human-reviewed/modified/tested).
All other assets (music, sound effects, artwork, sprites, core game text, etc) were created by humans.
Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release.
We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process.
Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation.
All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality.
Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game.
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.
The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.
Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.
Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.
Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.
Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.
And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.
Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Some visual assets used in the game were created with the help of generative AI. This includes certain service icons, such as Express Delivery, some NPC purchase icons, such as Cook and Burger Maker, and some burger ingredient images. These AI-generated visuals are used as in-game UI/store assets and item icons.
Finesse uses generative AI tools for select pre-generated content created during development:
- Meshy — 3D model generation for some character and environment assets
- ElevenLabs — voice line generation for in-game audio
- Suno — music track generation for soundtrack and ambient audio
- Anthropic Claude — assistance with in-game text content (descriptions, narrative copy)
All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game.
Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
A Quick Note on AI Tools:
To give our loading screens a cinematic, atmospheric feel, we took screenshots of our actual game environments and used AI tools solely to enhance the lighting, details, and decals for those transition images. For our Achievement Icons, we used AI-generated imagery only for the background fillers, while the main icon artwork was manually created.
Rest assured, 100% of the actual playable game, including all 3D models, world textures, animations, and code was fully handcrafted by our team.
Dance Floor VR uses some pre-generated AI-assisted content for selected visual assets and music/audio elements. All such content was reviewed and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.