Public Steam disclosure research25,383 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.
Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer.
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running.
AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay.
AI-Generated Content Disclosure
This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality.
All core gameplay, design, player character, dragon character, and player interactions are handcrafted.
This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency.
AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements.
The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation.
With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience.
Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art.
Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service.
Interface text and the English translation were drafted with an AI assistant and reviewed by the developer. No art, audio or content is AI generated, and nothing is generated at runtime.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
Generative AI tools were used during development to assist with pre-generated assets:
- Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine.
- Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance.
All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay.
Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer.
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team.
This game includes AI-generated content created during development.
Character portraits, illustrations and store artwork were generated with an image model and curated by the developer. Background music was generated with Google Lyria and contains SynthID watermarking.
Translations were produced with AI assistance. No AI content is generated while you play.
Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer.
Some of the store artwork, the game icon and some sound effects were created with generative AI tools and then edited by hand before release. The simulation, the program code, the 3D models and the text in the game were made without generative AI. Nothing is generated by AI while you play.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand.
This game's store page text was written with the assistance of an AI writing tool, based on the developer's own game design and specifications. No AI-generated art, audio, or gameplay content is used in the game itself.
Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay.
We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans:
Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led.
3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us.
Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game.
Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made.
Generative AI was used during development to create some visual assets, including background artwork, UI graphics, icons and 3D models, as well as music, some sound effects, and localized text. These assets are included as pre-generated content. The game does not generate AI content or connect to external AI services during gameplay.
AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.
Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer.
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running.
AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay.
AI-Generated Content Disclosure
This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality.
All core gameplay, design, player character, dragon character, and player interactions are handcrafted.
This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency.
AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements.
The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation.
With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience.
Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art.
Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service.
Interface text and the English translation were drafted with an AI assistant and reviewed by the developer. No art, audio or content is AI generated, and nothing is generated at runtime.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
Generative AI tools were used during development to assist with pre-generated assets:
- Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine.
- Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance.
All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay.
Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer.
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team.
This game includes AI-generated content created during development.
Character portraits, illustrations and store artwork were generated with an image model and curated by the developer. Background music was generated with Google Lyria and contains SynthID watermarking.
Translations were produced with AI assistance. No AI content is generated while you play.
Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer.
Some of the store artwork, the game icon and some sound effects were created with generative AI tools and then edited by hand before release. The simulation, the program code, the 3D models and the text in the game were made without generative AI. Nothing is generated by AI while you play.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand.
This game's store page text was written with the assistance of an AI writing tool, based on the developer's own game design and specifications. No AI-generated art, audio, or gameplay content is used in the game itself.
Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay.
We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans:
Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led.
3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us.
Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game.
Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made.
Generative AI was used during development to create some visual assets, including background artwork, UI graphics, icons and 3D models, as well as music, some sound effects, and localized text. These assets are included as pre-generated content. The game does not generate AI content or connect to external AI services during gameplay.
AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals.
Astrovein was developed with the help of AI tools. The following content is AI-generated and was reviewed by the developer:
- Source code: partially AI-generated, reviewed and tested by the developer.
- Store artwork (capsule images and promotional art): AI-generated.
- Character portraits (captains): AI-generated.
- Store page copy: drafted with AI assistance, then edited and approved by the developer.
The in-game 3D models, sound effects, and music are licensed third-party assets (not AI-generated). No AI content is generated live while the game is running.
Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.