Public Steam disclosure research25,497 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
This index adds cross-game classifications and statistics to
statements published on individual store pages.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam.
Missing or unclear statements cannot establish whether a game uses AI.
AI Disclosure (for Steam Store Page)
This game uses generative artificial intelligence tools only for certain visual assets on the store page.
Some promotional images and artwork displayed on the Steam store page were created or enhanced with the assistance of AI tools. All such content has been reviewed and curated by the developer to match the intended style and quality.
Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer.
Some visual assets used in Runemoria – Blades of Memory were created with the assistance of generative AI tools and have been modified, curated, and integrated as part of the game’s development process. AI-generated content is limited to pre-rendered visual assets and does not generate gameplay content during play.
The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork.
All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process.
No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing.
Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools.
Kingdom of Ashes uses generative AI for select visual assets:
• Character portraits, enemy sprites, card illustrations, and background art were generated using Microsoft Copilot and then curated, composited, and refined by the developer for use in the game.
All gameplay code, mechanics, narrative text, and game design were created by the developer. No AI content is generated live during gameplay, and the game does not connect to any third-party AI service at runtime — all AI-generated visuals were finalized during development and ship as static assets.
Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production:
— Some icons and UI elements, including weapon icons
— Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions
— Translation from Mr. M.'s private family dialect into English.
All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools.
Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used.
Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool.
— Mr. M., Owner of Galactic Tenebris Company
Generative AI was used to create artwork for the game, including visual assets seen by players and/or promotional materials. All AI-generated artwork was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content live during gameplay.
We're a small indie team, and we used generative AI to help make some of the art in Last Ember — card illustrations, backgrounds, character portraits, and a few short animations. We also used it on a handful of sound effects. Everything you see and hear in the game was picked, edited, and signed off by us. The game itself doesn't run any AI while you play — what ships is what you get.
Hey, I'm Isaac, the developer of Idlemoor. The actual game itself does not use any A.I. generated art. The logo images on the store are A.I. generated. This lets me focus on making the actual game, as I am not an artist. A.I. art will not appear in the game itself when you are playing.
The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer.
Some music tracks in IconicQuest are generated using AI based on the developer's creative direction and prompts, then curated and edited for in-game use. Some sound effects are generated using AI.
Promotional artwork on the Steam store page (capsule images) was generated with AI image tools as a creative starting point, then edited, composited with hand-crafted typography, and color-corrected by the developer in post-production.
All in-game artwork, character sprites, tiles, environments, UI
elements, and animations, is created entirely by the developer in Aseprite or sourced from art professionals. No AI is used for in-game pixel art.
All in-game text content (quest dialogue, item names, NPC scripts, lore, and tutorials) is written by the developer and AI.
No live AI generation occurs during gameplay. All AI-assisted content is finalized and shipped as static assets.
This game uses generative AI for the following elements during development:
Visual assets (character, tile, and effect images, title screen artwork, and Steam store assets): Nano Banana Pro (Google Gemini 3 Pro Image) and Qwen Image Edit
Map structure and in-game text in general (proper nouns, messages, etc.): Anthropic Claude
All generated assets are reviewed by the developer before use, with care taken to avoid intentional reproduction or imitation of third-party copyrighted works.
This game includes pre-generated AI-assisted assets created during development, including selected background music and some visual art assets. All AI-assisted content was reviewed, curated, and edited by the developer before inclusion in the game. The game does not use live generative AI during gameplay.
Some images in the game are generated by ai. I am aiming to replace these images with hand-drawn images once the game makes enough money to afford artist drawings. Contact me if you volunteer.
This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets.
All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources.
Generative artificial intelligence tools were used to assist with creating and iterating on some audio, visual, and code assets. All AI-assisted content was manually reviewed, edited, and integrated by the developer.
Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Driftbane: The Long Awaited uses generative AI tools during development for some character art, 3D character base meshes, music tracks, and as a coding assistant. The developer refines, integrates, and curates AI outputs by hand. All creative direction, narrative, design decisions, and gameplay are authored by the developer. No AI content runs at runtime in the game.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
Graphics & Art: Original asset concepts, sketches, and draft designs were created by the developer and subsequently rendered or refined using generative AI tools. While the underlying concepts and designs are original creations, generative AI may occasionally produce visual similarities to existing artistic styles or works.
Voice Acting: Character voices and audio narration were generated using ElevenLabs voice synthesis technology and are used in accordance with the applicable licensing and usage terms.
During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production.
AI has been used primarily for:
creating visual references and concept ideas
assisting with marketing materials (e.g., text, scripts)
experimenting with certain audio or atmospheric elements
All content included in the final version of the game is reviewed, refined, and approved by the developer.
Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems.
AI tools were used as part of the development process for Tenebrix, primarily to assist with early concept exploration, visual ideation, and asset prototyping. These tools helped accelerate iteration during the design phase, allowing for rapid testing of themes, compositions, and stylistic direction.
All AI-assisted content was reviewed, refined, and integrated manually to ensure consistency with the game’s vision and quality standards. Final assets, gameplay systems, and overall design were shaped through hands-on development and creative direction.
AI was used as a tool to support development—not as a replacement for it.
For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release.
Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay.
This game uses generative artificial intelligence to assist with development.
AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code.
All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality.
A small number of icons and one minor 3D model were generated with AI tools and then edited by the developer. All AI-assisted assets were reviewed and refined before inclusion. No content is generated at runtime.
This is my first game project, created as a learning experience and a personal milestone in my journey as a developer.
Some of the game assets, including 3D models and music, have been generated using artificial intelligence tools. These resources are used to support the creative process and allow me to focus on gameplay design, programming, and overall game development.
All AI-generated content has been carefully selected, integrated, and refined to fit the artistic direction and gameplay experience of the project.
Dungeons of Desolation Remastered is based on my original 2012 Xbox Live Indie Games release. The original artwork, music, sound effects, code, game design, story, systems, and overall creative direction were created by me as an individual developer.
For this remastered PC version, I have used generative AI tools as part of the development process to assist with asset upscaling/enhancement and with porting/refactoring the original XNA codebase to a modern MonoGame version. AI-assisted work is reviewed, edited, and integrated by me.
Generative AI is not used to dynamically generate gameplay, story, dialogue, items, levels, or player-facing content at runtime.
Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement.
AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer.
Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services.
AI Disclosure (for Steam Store Page)
This game uses generative artificial intelligence tools only for certain visual assets on the store page.
Some promotional images and artwork displayed on the Steam store page were created or enhanced with the assistance of AI tools. All such content has been reviewed and curated by the developer to match the intended style and quality.
Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer.
Some visual assets used in Runemoria – Blades of Memory were created with the assistance of generative AI tools and have been modified, curated, and integrated as part of the game’s development process. AI-generated content is limited to pre-rendered visual assets and does not generate gameplay content during play.
The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork.
All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process.
No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing.
Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools.
Kingdom of Ashes uses generative AI for select visual assets:
• Character portraits, enemy sprites, card illustrations, and background art were generated using Microsoft Copilot and then curated, composited, and refined by the developer for use in the game.
All gameplay code, mechanics, narrative text, and game design were created by the developer. No AI content is generated live during gameplay, and the game does not connect to any third-party AI service at runtime — all AI-generated visuals were finalized during development and ship as static assets.
Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production:
— Some icons and UI elements, including weapon icons
— Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions
— Translation from Mr. M.'s private family dialect into English.
All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools.
Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used.
Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool.
— Mr. M., Owner of Galactic Tenebris Company
Generative AI was used to create artwork for the game, including visual assets seen by players and/or promotional materials. All AI-generated artwork was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content live during gameplay.
We're a small indie team, and we used generative AI to help make some of the art in Last Ember — card illustrations, backgrounds, character portraits, and a few short animations. We also used it on a handful of sound effects. Everything you see and hear in the game was picked, edited, and signed off by us. The game itself doesn't run any AI while you play — what ships is what you get.
Hey, I'm Isaac, the developer of Idlemoor. The actual game itself does not use any A.I. generated art. The logo images on the store are A.I. generated. This lets me focus on making the actual game, as I am not an artist. A.I. art will not appear in the game itself when you are playing.
The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer.
Some music tracks in IconicQuest are generated using AI based on the developer's creative direction and prompts, then curated and edited for in-game use. Some sound effects are generated using AI.
Promotional artwork on the Steam store page (capsule images) was generated with AI image tools as a creative starting point, then edited, composited with hand-crafted typography, and color-corrected by the developer in post-production.
All in-game artwork, character sprites, tiles, environments, UI
elements, and animations, is created entirely by the developer in Aseprite or sourced from art professionals. No AI is used for in-game pixel art.
All in-game text content (quest dialogue, item names, NPC scripts, lore, and tutorials) is written by the developer and AI.
No live AI generation occurs during gameplay. All AI-assisted content is finalized and shipped as static assets.
This game uses generative AI for the following elements during development:
Visual assets (character, tile, and effect images, title screen artwork, and Steam store assets): Nano Banana Pro (Google Gemini 3 Pro Image) and Qwen Image Edit
Map structure and in-game text in general (proper nouns, messages, etc.): Anthropic Claude
All generated assets are reviewed by the developer before use, with care taken to avoid intentional reproduction or imitation of third-party copyrighted works.
This game includes pre-generated AI-assisted assets created during development, including selected background music and some visual art assets. All AI-assisted content was reviewed, curated, and edited by the developer before inclusion in the game. The game does not use live generative AI during gameplay.
Some images in the game are generated by ai. I am aiming to replace these images with hand-drawn images once the game makes enough money to afford artist drawings. Contact me if you volunteer.
This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets.
All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources.
Generative artificial intelligence tools were used to assist with creating and iterating on some audio, visual, and code assets. All AI-assisted content was manually reviewed, edited, and integrated by the developer.
Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Driftbane: The Long Awaited uses generative AI tools during development for some character art, 3D character base meshes, music tracks, and as a coding assistant. The developer refines, integrates, and curates AI outputs by hand. All creative direction, narrative, design decisions, and gameplay are authored by the developer. No AI content runs at runtime in the game.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
Graphics & Art: Original asset concepts, sketches, and draft designs were created by the developer and subsequently rendered or refined using generative AI tools. While the underlying concepts and designs are original creations, generative AI may occasionally produce visual similarities to existing artistic styles or works.
Voice Acting: Character voices and audio narration were generated using ElevenLabs voice synthesis technology and are used in accordance with the applicable licensing and usage terms.
During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production.
AI has been used primarily for:
creating visual references and concept ideas
assisting with marketing materials (e.g., text, scripts)
experimenting with certain audio or atmospheric elements
All content included in the final version of the game is reviewed, refined, and approved by the developer.
Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems.
AI tools were used as part of the development process for Tenebrix, primarily to assist with early concept exploration, visual ideation, and asset prototyping. These tools helped accelerate iteration during the design phase, allowing for rapid testing of themes, compositions, and stylistic direction.
All AI-assisted content was reviewed, refined, and integrated manually to ensure consistency with the game’s vision and quality standards. Final assets, gameplay systems, and overall design were shaped through hands-on development and creative direction.
AI was used as a tool to support development—not as a replacement for it.
For now there are some placeholder assets that we generated by AI to fill in some of the UI but we do not intend to include these assets in the final build on release.
Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay.
This game uses generative artificial intelligence to assist with development.
AI tools were used to create concept art, textures, sound effects, music elements, dialogue, and portions of the game’s code.
All AI‑generated content was reviewed, edited, and integrated by the developer to ensure quality, consistency, and originality.
A small number of icons and one minor 3D model were generated with AI tools and then edited by the developer. All AI-assisted assets were reviewed and refined before inclusion. No content is generated at runtime.
This is my first game project, created as a learning experience and a personal milestone in my journey as a developer.
Some of the game assets, including 3D models and music, have been generated using artificial intelligence tools. These resources are used to support the creative process and allow me to focus on gameplay design, programming, and overall game development.
All AI-generated content has been carefully selected, integrated, and refined to fit the artistic direction and gameplay experience of the project.
Dungeons of Desolation Remastered is based on my original 2012 Xbox Live Indie Games release. The original artwork, music, sound effects, code, game design, story, systems, and overall creative direction were created by me as an individual developer.
For this remastered PC version, I have used generative AI tools as part of the development process to assist with asset upscaling/enhancement and with porting/refactoring the original XNA codebase to a modern MonoGame version. AI-assisted work is reviewed, edited, and integrated by me.
Generative AI is not used to dynamically generate gameplay, story, dialogue, items, levels, or player-facing content at runtime.
Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement.
AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer.
Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services.