Public Steam disclosure research25,981 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
We will use AI-generated marketing images for our promotional visuals. These will be applied in the following locations: the main promotional banner, vertical promotional banner, library promotional banner, library profile image, and library homepage image on the store page. The original materials are self-created and will be processed with AI for subsequent use. The game includes some UI icons /3D Asset that were initially generated by AI and subsequently edited manually for further application.
The work performed by artificial intelligence (AI)
in creating the game concerns only the music and images,
including store page and library images.
AI was used to create all the music in the game;
you can listen to some of it in the videos on the store page.
The videos use the game's music.
AI was also used as an image generator
during the game's development.
The resulting images were used for the background scenery and to
create textures and geometric shapes (the 3D shape is obtained from the image).
Almost all of the game's textures were created from AI generated images.
The three dimensional geometric models were created using a
group of traditional software; these software used AI generated images as their
"source data".
In practice, many 3D objects you see in the game, such as all the bees and
all the flowers, are a three dimensional reconstruction of objects
drawn over multiple images by AI.
The AI used is that provided by the major industries in the field.
All 3D modeling software is the intellectual property of the game's author.
This game uses generative AI-assisted tools for some pre-generated art and audio assets, including portions of Steam store artwork, character and background assets, the application icon, and some BGM / SFX. All assets are selected, edited, integrated, and tested by the developer. The game does not include live-generated AI content during gameplay, and players will not encounter dynamically generated AI text, images, audio, or other content.
This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style.
During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
SonderSoft uses generative AI for localization to make games accessible to more players worldwide.
This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Generative AI is used during development to assist with some character portraits, 3D environment assets, UI elements, narrative polish, and initial localization drafts.
AI-assisted visual content is based on concepts and art direction created by our team and is reviewed, edited, and refined before use. Localization will be reviewed and finalized by a professional localization provider.
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.
We will use AI-generated marketing images for our promotional visuals. These will be applied in the following locations: the main promotional banner, vertical promotional banner, library promotional banner, library profile image, and library homepage image on the store page. The original materials are self-created and will be processed with AI for subsequent use. The game includes some UI icons /3D Asset that were initially generated by AI and subsequently edited manually for further application.
The work performed by artificial intelligence (AI)
in creating the game concerns only the music and images,
including store page and library images.
AI was used to create all the music in the game;
you can listen to some of it in the videos on the store page.
The videos use the game's music.
AI was also used as an image generator
during the game's development.
The resulting images were used for the background scenery and to
create textures and geometric shapes (the 3D shape is obtained from the image).
Almost all of the game's textures were created from AI generated images.
The three dimensional geometric models were created using a
group of traditional software; these software used AI generated images as their
"source data".
In practice, many 3D objects you see in the game, such as all the bees and
all the flowers, are a three dimensional reconstruction of objects
drawn over multiple images by AI.
The AI used is that provided by the major industries in the field.
All 3D modeling software is the intellectual property of the game's author.
This game uses generative AI-assisted tools for some pre-generated art and audio assets, including portions of Steam store artwork, character and background assets, the application icon, and some BGM / SFX. All assets are selected, edited, integrated, and tested by the developer. The game does not include live-generated AI content during gameplay, and players will not encounter dynamically generated AI text, images, audio, or other content.
This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style.
During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
SonderSoft uses generative AI for localization to make games accessible to more players worldwide.
This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Generative AI is used during development to assist with some character portraits, 3D environment assets, UI elements, narrative polish, and initial localization drafts.
AI-assisted visual content is based on concepts and art direction created by our team and is reviewed, edited, and refined before use. Localization will be reviewed and finalized by a professional localization provider.
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.