Public Steam disclosure research26,881 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.
Some character models, textures, animations, and visual props were created before release using generative AI tools, including Meshy image-to-3D, auto-rigging, and animation. Selected outputs were edited, integrated, and reviewed by the developer. Generative AI also assisted in drafting and refining portions of the Steam store-page text. The game does not generate AI content during gameplay and does not connect to external AI services.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
Portions of this game's 2D artwork — character and enemy sprites, item and orb illustrations, backgrounds, UI decoration, and HUD icons — were created with the assistance of image-generation AI (GPT-image-2), working from the developer's own compositions, reference art, and prompts. Every AI-assisted image was individually selected, post-processed, and reviewed by the developer, and is tracked in an internal asset ledger. Store capsule artwork was produced the same way. Store screenshots are unedited captures of actual gameplay. Visual effects are generated procedurally by the developer's own code without AI. The game contains no AI-generated audio or music. Some in-game text was drafted with AI assistance and edited by the developer.
This game uses generative AI to create visual assets, including character portraits, event CGs, and background images. All generated images were selected, adjusted, and finalized by the developer.
The scenario, dialogue, game design, and system programming were created by the developer. AI translation assistance was used as part of the localization process, with the results reviewed by the developer.
This game does not generate or modify content at runtime.
A portion of assets (around 20%) was made with the help of some generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards.
Generative AI tools were used during development to assist with programming and code generation, and to create or refine certain pre-generated visual assets, including promotional artwork and selected in-game UI and art assets. All AI-assisted code and assets were reviewed, tested, and edited by the developer before inclusion. The released game does not generate content or code during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with the creation of some visual assets, store artwork and initial localization drafts. All generated content was reviewed, edited, and integrated by the developer.
Immortal Chess does not generate AI content during gameplay.
We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation.
Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
Development is AI-assisted: source code, the procedural asset factories (meshes, MetaSound hero sounds, code-driven UMG) and docs are written with AI tooling under human review in-repo. No external generative-AI image/audio assets are imported; everything ships from the code-authored pipeline.
Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play.
Sia's art and sound - her sprites, the outfits, the tarot cards, the item and monster icons, the sound effects and her short voice reactions - were produced with the help of generative AI tools and then edited and assembled by hand. The store images were made the same way. The game's text was written in Korean by hand; the seven other language translations were AI-assisted and reviewed by a human.
Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens.
AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world.
Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists.
This game uses generative artificial intelligence (AI) tools to assist in the creation of certain visual assets, promotional store materials, and workflow scripts during development.
Generative AI was used during development to create or assist with some pre-generated visual assets, including character, item, environment, and Steam store capsule, library, and marketing artwork. All output is selected, edited, integrated, and reviewed by the developer. No content is generated during gameplay.
Portions of the game's text content (item descriptions and English localization) and store page text were written with the assistance of a generative AI language model, under human direction with full review and editing. No AI-generated imagery is used anywhere in this game: all in-game graphics are either from professionally produced, licensed asset packs or hand-drawn by the developers. The game does not use any live/runtime AI generation.
AI tool assisted in translating the store page into 15 different languages.
We do NOT use AI-generated art, and we never intentionally include AI assets in our game. We sometimes buy assets and use stock photos. We do our best to verify them, but nowadays, distinguishing AI from human-made art can be hard.
That said, if there is any specific artwork that you believe looks like AI or raises concerns, we would appreciate it if you could point it out on our Discord server. We will investigate and replace anything that might have slipped through.
AI-generated art is NOT something we want to include in our game.
Gildoria uses AI-assisted tools in parts of its development: some UI icons were made with AI image generation, the in-game text was translated with AI translation tools. All of it was reviewed and edited by the developer. 3D art, level design, game design and codes are human-made or licensed. No content is generated by AI while the game runs.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay.
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer.
Generative AI was used as part of the development pipeline for selected 2D icons and some 3D model source assets. All included assets were reviewed, edited, optimized, and integrated by the developer.
Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer.
The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow.
Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
The core gameplay, rules, progression structure, level objectives, and detailed level designs were created, reviewed, and finalized by the human development team. Generative AI was used only as a development aid for research and reference gathering, code assistance, and the initial creation of visual assets and in-game scene images. All AI-assisted content was manually selected, edited, integrated, and reviewed before being included in the game.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
This game adopts generative AI technology to provide players with real-time interactive text dialogue with in-game NPCs. We have set strict content filtering rules to prevent the generation of inappropriate, illegal, pornographic or violent content. Players can report improper AI outputs through Steam's built-in marking tool.
Portions of this game's content were created with generative AI assistance under human direction and review: in-game text (social feed posts, event copy), localization into 8 languages, and marketing materials including the trailer. All AI-assisted content was reviewed by the developer. The game does not generate AI content at runtime.
Generative AI was used during development to assist with brainstorming, coding assistance, and drafting certain written materials. All game content, gameplay implementation, testing, review, and final decisions were completed and verified by the developer before release.
This software does NOT use Generative AI to generate images, artwork, audio, or text. All visual elements, templates, and store assets are 100% original, hand-crafted art and photography created directly by the developer.
Machine Learning and AI technologies are strictly limited to technical functionality and development:
- Background Removal Tool: A local, non-generative Machine Learning feature accessed by users to instantly remove image backgrounds and create striking visual compositions.
- Software Development: AI-assisted coding tools (vibe-coding / LLM assistance) were used during the programming process.
No AI-generated content is included in the software or produced during runtime.
Some character models, textures, animations, and visual props were created before release using generative AI tools, including Meshy image-to-3D, auto-rigging, and animation. Selected outputs were edited, integrated, and reviewed by the developer. Generative AI also assisted in drafting and refining portions of the Steam store-page text. The game does not generate AI content during gameplay and does not connect to external AI services.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
Portions of this game's 2D artwork — character and enemy sprites, item and orb illustrations, backgrounds, UI decoration, and HUD icons — were created with the assistance of image-generation AI (GPT-image-2), working from the developer's own compositions, reference art, and prompts. Every AI-assisted image was individually selected, post-processed, and reviewed by the developer, and is tracked in an internal asset ledger. Store capsule artwork was produced the same way. Store screenshots are unedited captures of actual gameplay. Visual effects are generated procedurally by the developer's own code without AI. The game contains no AI-generated audio or music. Some in-game text was drafted with AI assistance and edited by the developer.
This game uses generative AI to create visual assets, including character portraits, event CGs, and background images. All generated images were selected, adjusted, and finalized by the developer.
The scenario, dialogue, game design, and system programming were created by the developer. AI translation assistance was used as part of the localization process, with the results reviewed by the developer.
This game does not generate or modify content at runtime.
A portion of assets (around 20%) was made with the help of some generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards.
Generative AI tools were used during development to assist with programming and code generation, and to create or refine certain pre-generated visual assets, including promotional artwork and selected in-game UI and art assets. All AI-assisted code and assets were reviewed, tested, and edited by the developer before inclusion. The released game does not generate content or code during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with the creation of some visual assets, store artwork and initial localization drafts. All generated content was reviewed, edited, and integrated by the developer.
Immortal Chess does not generate AI content during gameplay.
We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation.
Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
Development is AI-assisted: source code, the procedural asset factories (meshes, MetaSound hero sounds, code-driven UMG) and docs are written with AI tooling under human review in-repo. No external generative-AI image/audio assets are imported; everything ships from the code-authored pipeline.
Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play.
Sia's art and sound - her sprites, the outfits, the tarot cards, the item and monster icons, the sound effects and her short voice reactions - were produced with the help of generative AI tools and then edited and assembled by hand. The store images were made the same way. The game's text was written in Korean by hand; the seven other language translations were AI-assisted and reviewed by a human.
Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens.
AI was used to generate code, art prototypes which were then handcrafted in Aseprite, CSS for UIs, and tedious copy stuffed in nooks and crannies to fill out the world.
Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists.
This game uses generative artificial intelligence (AI) tools to assist in the creation of certain visual assets, promotional store materials, and workflow scripts during development.
Generative AI was used during development to create or assist with some pre-generated visual assets, including character, item, environment, and Steam store capsule, library, and marketing artwork. All output is selected, edited, integrated, and reviewed by the developer. No content is generated during gameplay.
Portions of the game's text content (item descriptions and English localization) and store page text were written with the assistance of a generative AI language model, under human direction with full review and editing. No AI-generated imagery is used anywhere in this game: all in-game graphics are either from professionally produced, licensed asset packs or hand-drawn by the developers. The game does not use any live/runtime AI generation.
AI tool assisted in translating the store page into 15 different languages.
We do NOT use AI-generated art, and we never intentionally include AI assets in our game. We sometimes buy assets and use stock photos. We do our best to verify them, but nowadays, distinguishing AI from human-made art can be hard.
That said, if there is any specific artwork that you believe looks like AI or raises concerns, we would appreciate it if you could point it out on our Discord server. We will investigate and replace anything that might have slipped through.
AI-generated art is NOT something we want to include in our game.
Gildoria uses AI-assisted tools in parts of its development: some UI icons were made with AI image generation, the in-game text was translated with AI translation tools. All of it was reviewed and edited by the developer. 3D art, level design, game design and codes are human-made or licensed. No content is generated by AI while the game runs.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
The capsule artwork, logo, some card illustrations, and soundtrack were created with the assistance of generative AI tools. All other in-game content — including UI, effects, and text — is hand-crafted without AI generation. No AI content is generated during gameplay.
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
The developer uses generative artificial intelligence to create some portions of the game including code and artwork. All creative decisions and testing have been performed by the developer.
Generative AI was used as part of the development pipeline for selected 2D icons and some 3D model source assets. All included assets were reviewed, edited, optimized, and integrated by the developer.
Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer.
The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow.
Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
The core gameplay, rules, progression structure, level objectives, and detailed level designs were created, reviewed, and finalized by the human development team. Generative AI was used only as a development aid for research and reference gathering, code assistance, and the initial creation of visual assets and in-game scene images. All AI-assisted content was manually selected, edited, integrated, and reviewed before being included in the game.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
This game adopts generative AI technology to provide players with real-time interactive text dialogue with in-game NPCs. We have set strict content filtering rules to prevent the generation of inappropriate, illegal, pornographic or violent content. Players can report improper AI outputs through Steam's built-in marking tool.
Portions of this game's content were created with generative AI assistance under human direction and review: in-game text (social feed posts, event copy), localization into 8 languages, and marketing materials including the trailer. All AI-assisted content was reviewed by the developer. The game does not generate AI content at runtime.
Generative AI was used during development to assist with brainstorming, coding assistance, and drafting certain written materials. All game content, gameplay implementation, testing, review, and final decisions were completed and verified by the developer before release.
This software does NOT use Generative AI to generate images, artwork, audio, or text. All visual elements, templates, and store assets are 100% original, hand-crafted art and photography created directly by the developer.
Machine Learning and AI technologies are strictly limited to technical functionality and development:
- Background Removal Tool: A local, non-generative Machine Learning feature accessed by users to instantly remove image backgrounds and create striking visual compositions.
- Software Development: AI-assisted coding tools (vibe-coding / LLM assistance) were used during the programming process.
No AI-generated content is included in the software or produced during runtime.