Public Steam disclosure research25,383 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 of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer.
No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally.
Some parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service.
AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build.
All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces.
Some of the visual material for this game was created with the help of generative AI tools. Specifically, the opening cinematic and several of the promotional images on this store page were produced using AI-assisted image generation, followed by manual editing, compositing and art direction by our team. All gameplay, code, design and audio were created without generative AI.
Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer.
All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services.
The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
The game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime.
Generative AI was used to help create certain visual assets and promotional materials. Originally hand-drawn building graphics were processed with AI tools to increase detail and were subsequently manually edited.
Some 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI.
Generative AI tools were used to create visual concepts and initial drafts for most of the game's artwork. These drafts were used as references and starting points for the final pixel art assets, which were manually created, reviewed, edited, and refined by the developer before being included in the game or its marketing materials.
Generative AI tools were also used to assist with localization and the creation of some in-game names and text. All AI-assisted text was manually reviewed and edited by the developer before being included in the game.
The game does not use generative AI to create content during gameplay.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
This game uses generative AI in a limited way. Some in-game and store-page text was drafted, edited, or partially translated with the help of an AI model, then reviewed, adapted, and finalized by the developer. None of the game's art, sprites, animation, music or sound is AI-generated.
This game uses generative AI to assist in producing some in-game text (such as news articles, in-game emails, and flavor text), 2D visual assets (such as player portraits, icons, and background art), and audio (background music and user interface sound effects). All AI-assisted content is generated during development and reviewed before release; the game does not generate content while you play.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and development materials. All AI-assisted content is reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion.
Yes — pre-rendered only (no real-time generative AI during gameplay).
Generative AI tools were used to create or refine some visual assets (UI, images, marketing / store materials) and parts of text / localization. Gameplay, code and game design are made and reviewed by the studio. No AI content is generated live during play.
I’m a normal guy, and making a game has been a dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.
Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service.
The shipped game contains no AI-generated art, audio or written content, and uses no AI at runtime — it runs entirely offline. Some AI tools (like ChatGPT and Claud code) were used during the development of the game for research purposes and reviewing. All game source code is human-written, human-reviewed and occasionally reviewed/tested by AI tools.
Generative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes.
Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator.
Some of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer.
No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally.
Some parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service.
AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build.
All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces.
Some of the visual material for this game was created with the help of generative AI tools. Specifically, the opening cinematic and several of the promotional images on this store page were produced using AI-assisted image generation, followed by manual editing, compositing and art direction by our team. All gameplay, code, design and audio were created without generative AI.
Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer.
All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services.
The developer used AI assistance while drafting marketing copy for this game. All copy was directed, revised, and finalized by the developer. All in-game art, audio, and design are human-made.
The game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime.
Generative AI was used to help create certain visual assets and promotional materials. Originally hand-drawn building graphics were processed with AI tools to increase detail and were subsequently manually edited.
Some 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI.
Generative AI tools were used to create visual concepts and initial drafts for most of the game's artwork. These drafts were used as references and starting points for the final pixel art assets, which were manually created, reviewed, edited, and refined by the developer before being included in the game or its marketing materials.
Generative AI tools were also used to assist with localization and the creation of some in-game names and text. All AI-assisted text was manually reviewed and edited by the developer before being included in the game.
The game does not use generative AI to create content during gameplay.
Generative AI was used during development to assist with selected pre-generated marketing and Steam store artwork, concept and reference images, product packaging artwork and textures, and localization. All AI-assisted content was reviewed, edited and curated by the developer before being included. The game does not generate AI content during gameplay.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
This game uses generative AI in a limited way. Some in-game and store-page text was drafted, edited, or partially translated with the help of an AI model, then reviewed, adapted, and finalized by the developer. None of the game's art, sprites, animation, music or sound is AI-generated.
This game uses generative AI to assist in producing some in-game text (such as news articles, in-game emails, and flavor text), 2D visual assets (such as player portraits, icons, and background art), and audio (background music and user interface sound effects). All AI-assisted content is generated during development and reviewed before release; the game does not generate content while you play.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and development materials. All AI-assisted content is reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion.
Yes — pre-rendered only (no real-time generative AI during gameplay).
Generative AI tools were used to create or refine some visual assets (UI, images, marketing / store materials) and parts of text / localization. Gameplay, code and game design are made and reviewed by the studio. No AI content is generated live during play.
I’m a normal guy, and making a game has been a dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.
Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with portions of the game's pre-generated 2D artwork, marketing artwork, localization drafts, and development code. All player-facing AI-assisted content was generated before release, selected, reviewed, edited where needed, tested, and integrated by the developer. The game does not generate or modify content with AI during gameplay and does not send player input to an external AI service.
The shipped game contains no AI-generated art, audio or written content, and uses no AI at runtime — it runs entirely offline. Some AI tools (like ChatGPT and Claud code) were used during the development of the game for research purposes and reviewing. All game source code is human-written, human-reviewed and occasionally reviewed/tested by AI tools.
Generative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes.
Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator.