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.
This game contains pre-rendered AI-generated content: some sound effects and store page artwork were created with generative AI tools, then reviewed and edited by the developer. No content is generated by AI in real time during gameplay.
Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials.
Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input.
Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand.
The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices.
The vast majority of the game was created by our team without AI.
Generative AI tools were used during development to assist with the creation of a limited number of graphical assets and promotional materials. The selected content was reviewed, adapted, and integrated by the development team. The game does not use live-generated AI, and no content is generated while playing.
Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
The game executable and in‑game assets contain no AI‑generated content. AI‑generated material is limited exclusively to the store page capsule artwork used on Steam.
Generative AI tools were used during the creation of some visual materials for the game. These materials were subsequently manually edited, refined, and adapted to match the project’s visual style. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with creating and refining some visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
All AI-generated content was pre-generated during development. The game does not call any AI services at runtime and does not generate content in real time.
Generative AI is used as a support tool during development, mainly to assist with the creation and iteration of some visual assets and promotional materials. All content is selected, edited, adapted, composed and implemented by the developer. No AI-generated content is created in real time during gameplay.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
3D character and prop models, their textures, and pre-rendered cutscene video clips were created with generative AI tools. Character voice lines were synthesized with AI text-to-speech. Dialogue and story text were written with AI assistance. All AI-generated content is pre-rendered; nothing is generated during gameplay.
Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game.
Some art and audio in Bunker And Friends was produced with generative AI tools during development. This includes store and marketing artwork — the key art, store capsules, and logo elements — and some sound effects and music. All of it was generated ahead of time and ships as fixed assets. The game does not generate any content using AI while you play, and it does not connect to any external AI service during gameplay.
Generative AI-assisted tools were used during production to create and refine pre-generated visual artwork, synthesized voice-over, and elements of the narrative and English localization. All materials were reviewed and edited by the development team before inclusion. The game does not generate content during gameplay and does not connect to third-party AI services.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven.
Also used AI for localization. (Added different languages besides English)
This game uses generative artificial intelligence to assist with story planning, writing, and editing, as well as to create character artwork, backgrounds, event illustrations, music, and selected sound effects. All generated content was reviewed, selected, revised, and edited by the developer before being incorporated into the game.
All AI-generated content was created in advance during development. The game does not generate new content while you play, and no player input or personal information is sent to any generative AI service.
The developer of The Grotto Index used generative AI tools during development to help create some of the game's visual assets, including specimen pixel art and illustrations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. No content is generated by AI during gameplay — every puzzle, image, and piece of text in the shipped game is fixed and was finalized before release.
Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team.
We use AI to aid the team with coding and refactoring more quickly, texturing assets and background faster, and creating highly detailed cinematics. We have both original and AI generated music & sound effects.
We DO NOT use AI for our story, narratives, dialog, 3D models, or character animations.
Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer.
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures.
Some of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release.
This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime.
This game contains pre-rendered AI-generated content: some sound effects and store page artwork were created with generative AI tools, then reviewed and edited by the developer. No content is generated by AI in real time during gameplay.
Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials.
Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input.
Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand.
The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices.
The vast majority of the game was created by our team without AI.
Generative AI tools were used during development to assist with the creation of a limited number of graphical assets and promotional materials. The selected content was reviewed, adapted, and integrated by the development team. The game does not use live-generated AI, and no content is generated while playing.
Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
The game executable and in‑game assets contain no AI‑generated content. AI‑generated material is limited exclusively to the store page capsule artwork used on Steam.
Generative AI tools were used during the creation of some visual materials for the game. These materials were subsequently manually edited, refined, and adapted to match the project’s visual style. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with creating and refining some visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
All AI-generated content was pre-generated during development. The game does not call any AI services at runtime and does not generate content in real time.
Generative AI is used as a support tool during development, mainly to assist with the creation and iteration of some visual assets and promotional materials. All content is selected, edited, adapted, composed and implemented by the developer. No AI-generated content is created in real time during gameplay.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
3D character and prop models, their textures, and pre-rendered cutscene video clips were created with generative AI tools. Character voice lines were synthesized with AI text-to-speech. Dialogue and story text were written with AI assistance. All AI-generated content is pre-rendered; nothing is generated during gameplay.
Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game.
Some art and audio in Bunker And Friends was produced with generative AI tools during development. This includes store and marketing artwork — the key art, store capsules, and logo elements — and some sound effects and music. All of it was generated ahead of time and ships as fixed assets. The game does not generate any content using AI while you play, and it does not connect to any external AI service during gameplay.
Generative AI-assisted tools were used during production to create and refine pre-generated visual artwork, synthesized voice-over, and elements of the narrative and English localization. All materials were reviewed and edited by the development team before inclusion. The game does not generate content during gameplay and does not connect to third-party AI services.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven.
Also used AI for localization. (Added different languages besides English)
This game uses generative artificial intelligence to assist with story planning, writing, and editing, as well as to create character artwork, backgrounds, event illustrations, music, and selected sound effects. All generated content was reviewed, selected, revised, and edited by the developer before being incorporated into the game.
All AI-generated content was created in advance during development. The game does not generate new content while you play, and no player input or personal information is sent to any generative AI service.
The developer of The Grotto Index used generative AI tools during development to help create some of the game's visual assets, including specimen pixel art and illustrations. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. No content is generated by AI during gameplay — every puzzle, image, and piece of text in the shipped game is fixed and was finalized before release.
Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team.
We use AI to aid the team with coding and refactoring more quickly, texturing assets and background faster, and creating highly detailed cinematics. We have both original and AI generated music & sound effects.
We DO NOT use AI for our story, narratives, dialog, 3D models, or character animations.
Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer.
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures.
Some of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release.
This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime.