Public Steam disclosure research26,888 disclosures tracked
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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.
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts.
Portions of the game's artwork and promotional graphics were created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay.
Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
Some of Pick Playground's development was assisted by generative AI tools, including parts of the code and some of the art. Everything in the game was reviewed and finalized by the developer.
Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running.
Generative AI tools were used during development to assist with the creation of certain visual assets, 3D assets, textures, localization text, and other pre-generated content included with the product. All such content has been manually reviewed, selected, and edited by the developer to ensure quality and to avoid illegal, infringing, or impersonating content.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency.
AI-assisted tools were used during development to help produce some 2D art assets (character and enemy artwork, UI icons), sound effects, voice lines, and supporting code. All AI-assisted content was created before release and reviewed by the development team. The game does not generate any content or code in real time during gameplay, and it does not connect to any external AI service while playing.
Knockout Carnival contains pre-generated AI-assisted artwork used for a limited selection of character icons, profile icons, emotes, sprays, and a chest icon. No AI content is generated during gameplay.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
Certain visual assets in the game are created with the assistance of generative artificial intelligence tools. These assets are reviewed, edited, and integrated by the developers to ensure they meet quality standards and remain consistent with the overall artistic direction of the game.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some of the art assets in Battle of Plans were produced with AI-assisted
tools. Specifically, a number of 3D props (weapon models) were created using
AI-assisted 3D generation and then manually retopologized, re-textured and
integrated by our team, and some promotional/store images were created with
AI image tools. Every AI-assisted asset was reviewed by a human before it
shipped.
Localization into languages other than Turkish and English was produced with
machine translation.
The game does not generate any content while you play: there is no AI chat,
no AI-generated dialogue, and no runtime asset generation. Player chat is
written by players and filtered server-side.
Pre-generated generative AI tools were used during development to assist in creating and editing some 2D visual assets, including backgrounds, character images, scene variations, and promotional artwork. AI tools were also used to assist with drafting, editing, and localization of some text. All final content was selected, reviewed, and edited by the developer before inclusion. No generative AI is used during gameplay, and players cannot generate content in the game.
Some visual assets (character sprites, portraits, arena backdrops, marketing art) and the music were created with generative AI tools (PixelLab, Midjourney), then curated and edited by me. The game's design, systems and balance are my own. No AI content is generated at runtime.
The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers.
AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development. Some in-game event illustrations and background artwork were created with the help of generative AI tools during development. These are pre-generated assets; the game does not generate AI content during gameplay.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
1. Game Logo (Marketing / Store Page Asset)
The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself
2. Player Battle Armor Voice (In-Game Audio)
The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions).
Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team.
Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP.
Nothing in GREATER FOOL is generated while you play. Every run is
deterministic code with seeded randomness, all music and sound is
synthesized live by the game itself, and no art comes from an image
generator: the pixel art, the icons, and the store images are drawn
in code, shape by shape.
AI assistance was used while drafting some of the game's written text,
which I edited and rewrote to fit the voice of the game.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
This game uses pre-generated AI only for some decorative static models in scenes, selected UI assets, and promotional artwork, all of which have been manually reviewed by our team. It contains no live-generated AI content; core gameplay and level design are original works of the development team.
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts.
Portions of the game's artwork and promotional graphics were created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay.
Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
Some of Pick Playground's development was assisted by generative AI tools, including parts of the code and some of the art. Everything in the game was reviewed and finalized by the developer.
Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running.
Generative AI tools were used during development to assist with the creation of certain visual assets, 3D assets, textures, localization text, and other pre-generated content included with the product. All such content has been manually reviewed, selected, and edited by the developer to ensure quality and to avoid illegal, infringing, or impersonating content.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency.
AI-assisted tools were used during development to help produce some 2D art assets (character and enemy artwork, UI icons), sound effects, voice lines, and supporting code. All AI-assisted content was created before release and reviewed by the development team. The game does not generate any content or code in real time during gameplay, and it does not connect to any external AI service while playing.
Knockout Carnival contains pre-generated AI-assisted artwork used for a limited selection of character icons, profile icons, emotes, sprays, and a chest icon. No AI content is generated during gameplay.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
Certain visual assets in the game are created with the assistance of generative artificial intelligence tools. These assets are reviewed, edited, and integrated by the developers to ensure they meet quality standards and remain consistent with the overall artistic direction of the game.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some of the art assets in Battle of Plans were produced with AI-assisted
tools. Specifically, a number of 3D props (weapon models) were created using
AI-assisted 3D generation and then manually retopologized, re-textured and
integrated by our team, and some promotional/store images were created with
AI image tools. Every AI-assisted asset was reviewed by a human before it
shipped.
Localization into languages other than Turkish and English was produced with
machine translation.
The game does not generate any content while you play: there is no AI chat,
no AI-generated dialogue, and no runtime asset generation. Player chat is
written by players and filtered server-side.
Pre-generated generative AI tools were used during development to assist in creating and editing some 2D visual assets, including backgrounds, character images, scene variations, and promotional artwork. AI tools were also used to assist with drafting, editing, and localization of some text. All final content was selected, reviewed, and edited by the developer before inclusion. No generative AI is used during gameplay, and players cannot generate content in the game.
Some visual assets (character sprites, portraits, arena backdrops, marketing art) and the music were created with generative AI tools (PixelLab, Midjourney), then curated and edited by me. The game's design, systems and balance are my own. No AI content is generated at runtime.
The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers.
AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development. Some in-game event illustrations and background artwork were created with the help of generative AI tools during development. These are pre-generated assets; the game does not generate AI content during gameplay.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
1. Game Logo (Marketing / Store Page Asset)
The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself
2. Player Battle Armor Voice (In-Game Audio)
The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions).
Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team.
Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP.
Nothing in GREATER FOOL is generated while you play. Every run is
deterministic code with seeded randomness, all music and sound is
synthesized live by the game itself, and no art comes from an image
generator: the pixel art, the icons, and the store images are drawn
in code, shape by shape.
AI assistance was used while drafting some of the game's written text,
which I edited and rewrote to fit the voice of the game.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
This game uses pre-generated AI only for some decorative static models in scenes, selected UI assets, and promotional artwork, all of which have been manually reviewed by our team. It contains no live-generated AI content; core gameplay and level design are original works of the development team.