Public Steam disclosure research26,001 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance
This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services.
Since I’m mostly developing this game on my own, I couldn’t have done it without a little help from AI. Portraits, some sound effects, and UI elements were refined or generated using AI. Still, most of the game is old-school manual work! I ran around with a microphone recording individual sounds, wrote entire music tracks, modeled and textured objects, and of course designed levels and much more, all with my own hands using the full range of available NO-AI classic tools. Over time, I’ve been removing more and more AI-generated content with the help of some talented friends.
This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements.
All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game.
"The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality."
Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality.
Nexus Legacy is made by a solo developer using AI-assisted production tools. These tools were used during development to help with visual iteration, asset production, prototyping and code assistance, making a larger persistent MMO possible with a small production pipeline.
The final game is not a live AI generator. Gameplay design, balance, economy, progression, PvE/PvP rules, server logic, world structure, final visuals and updates are selected, reviewed, edited and maintained by the developer.
No live generative AI is used to create player-facing content while the game is running.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content.
All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project.
Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions.
In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay.
This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay.
Music and character/dialogue voice lines in the game were created with the assistance of generative AI tools. These AI-generated assets are used for background music, atmosphere, character dialogue, and narrative audio.
Official AI Usage Statement:
Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates.
The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process.
This game uses generative AI tools in a limited capacity:
🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development.
All AI-assisted content was reviewed, edited, and approved by the development team before publication.
CyberDeck contains pre-generated visual art, animation frames, music, sound effects, voice audio, and written content created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play.
All in-game visual art assets in this title — including item icons, equipment artwork, character portraits, story illustrations, and UI decorative elements (frames, icons, and background textures) — are produced using OpenAI's ChatGPT image generation and xAI's Grok image generation API as core tools within our ink-wash and gongbi-style art pipeline. Every generated asset is reviewed, curated, manually retouched, and compositionally adjusted by the developer before being incorporated into the game. No real person's likeness has been used.
The game's source code is written by the developer, Kevin Chen, with OpenAI Codex and Anthropic Claude Code used as coding assistants during development. In-game narrative and dialogue text are written by the developer, with portions assisted by Anthropic Claude for polishing and proofreading.
Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look.
Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build.
Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay.
Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI.
Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator.
Some of the text translations in this game were assisted by generative AI tools. All visual assets, artwork, and music were created entirely by human artists and composers.
As a solo developer, I used AI tools to help assist in the creation of some visual assets for this remake, which were then refined and adapted during development. Thank you for your understanding.
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
This game uses generative AI in the creation of the following in-game assets:
Background images for the title screen, game clear screen, and game over screen.
Sticky notes, bulletin boards, and elevator information panels within the game screen.
In-game image assets such as elevators.
Scenarios for using generative AI in games:
-Using generative AI to adjust game programs
-Using generative AI to create art assets
-Used AI tools to assist with multilingual localization translation (pre-generated text)
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance
This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services.
Since I’m mostly developing this game on my own, I couldn’t have done it without a little help from AI. Portraits, some sound effects, and UI elements were refined or generated using AI. Still, most of the game is old-school manual work! I ran around with a microphone recording individual sounds, wrote entire music tracks, modeled and textured objects, and of course designed levels and much more, all with my own hands using the full range of available NO-AI classic tools. Over time, I’ve been removing more and more AI-generated content with the help of some talented friends.
This game uses generative AI tools as part of the creative process, primarily during the creation of certain visual and musical elements.
All assets have been manually edited, adapted and integrated by the developer to ensure artistic consistency and quality within the game.
"The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality."
Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality.
Nexus Legacy is made by a solo developer using AI-assisted production tools. These tools were used during development to help with visual iteration, asset production, prototyping and code assistance, making a larger persistent MMO possible with a small production pipeline.
The final game is not a live AI generator. Gameplay design, balance, economy, progression, PvE/PvP rules, server logic, world structure, final visuals and updates are selected, reviewed, edited and maintained by the developer.
No live generative AI is used to create player-facing content while the game is running.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content.
All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project.
Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions.
In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay.
This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay.
Music and character/dialogue voice lines in the game were created with the assistance of generative AI tools. These AI-generated assets are used for background music, atmosphere, character dialogue, and narrative audio.
Official AI Usage Statement:
Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates.
The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process.
This game uses generative AI tools in a limited capacity:
🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development.
All AI-assisted content was reviewed, edited, and approved by the development team before publication.
CyberDeck contains pre-generated visual art, animation frames, music, sound effects, voice audio, and written content created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play.
All in-game visual art assets in this title — including item icons, equipment artwork, character portraits, story illustrations, and UI decorative elements (frames, icons, and background textures) — are produced using OpenAI's ChatGPT image generation and xAI's Grok image generation API as core tools within our ink-wash and gongbi-style art pipeline. Every generated asset is reviewed, curated, manually retouched, and compositionally adjusted by the developer before being incorporated into the game. No real person's likeness has been used.
The game's source code is written by the developer, Kevin Chen, with OpenAI Codex and Anthropic Claude Code used as coding assistants during development. In-game narrative and dialogue text are written by the developer, with portions assisted by Anthropic Claude for polishing and proofreading.
Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look.
Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build.
Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay.
Some marketing assets for this game (capsule art) were created with the assistance of AI image generation tools. All gameplay content is procedurally generated by the NAGAS simulation engine — a custom-built system using deterministic algorithms, not generative AI.
Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator.
Some of the text translations in this game were assisted by generative AI tools. All visual assets, artwork, and music were created entirely by human artists and composers.
As a solo developer, I used AI tools to help assist in the creation of some visual assets for this remake, which were then refined and adapted during development. Thank you for your understanding.
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
This game uses generative AI in the creation of the following in-game assets:
Background images for the title screen, game clear screen, and game over screen.
Sticky notes, bulletin boards, and elevator information panels within the game screen.
In-game image assets such as elevators.
Scenarios for using generative AI in games:
-Using generative AI to adjust game programs
-Using generative AI to create art assets
-Used AI tools to assist with multilingual localization translation (pre-generated text)