Public Steam disclosure research25,993 disclosures tracked
Where do games disclose AI use?
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Missing or unclear statements cannot establish whether a game uses AI.
We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay.
This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game.
This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion.
Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer.
AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand.
This game includes elements using Generative AI in some pre-produced content such as intro videos.
These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay.
This game used generative AI tools during development to assist with some pre-generated content, including portions of visual assets and some code/text assistance. All AI-assisted output was reviewed, modified, and curated by the developer before being included in the game. This game does not use live-generated AI during gameplay.
Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer.
This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay.
Scrapbot Outpost was created with assistance from AI tools.
AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets.
Tools used during development include:
- OpenAI ChatGPT
- Claude Opus
- PixelLab.ai
All AI-assisted content was selected, reviewed, edited, and integrated by the developement team
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals.
Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
I am a solo developer: the game design, combat, bosses, balance and visual effects are my own work. I am not a composer or an illustrator. Almost all of the music and most of the relic and character art are AI-generated from my direction. A few sound effects and a few textures are also AI-generated. Languages other than English are machine-translated. Japanese and Vietnamese were partly checked by fluent speakers. If a translation looks wrong, please tell me.
Generative AI was used to create some visual assets for the Steam Store Page (capsule images, promotional materials). All in-game art, gameplay mechanics, code, music, sound effects, and translations were created without generative AI.
This game makes limited use of generative artificial intelligence during development.
Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion.
All gameplay, design, and final creative decisions were made by the developer.
This game uses generative AI during gameplay to power hostile in-world security AIs. These systems generate text-based dialogue responses locally on the player’s machine during intrusion sequences. Core progression, mission structure, objectives, and outcomes are authored by the developer; generative AI is used to create reactive in-character dialogue within bounded gameplay contexts.
Some promotional and store assets were created with the assistance of generative AI and then reviewed and edited by the developer before release.
Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material.
Some of the game's content was made with the help of AI tools and then finished by hand: some 3D models, the radio music, short voice lines and the illustrated intro scenes. Game design, code, animation, layouts, audio mixing and all final editing are our own work. An optional tableside chat generates short in-character replies during play on a server we operate. The game client holds no API keys; the server rate-limits requests, filters what goes in and what comes out, replaces anything filtered with a fixed written line, shows an AI mark while a generated line is on screen, and a Report button sends only the exchange and an anonymous session id to us for review. Some store artwork and marketing images were made with AI assistance.
Generative AI was used to assist in the creation of 2D graphical textures (such as the core visuals and aesthetic shop skins) as well as assisting as a tool in writing the underlying game code and mechanics.
World maps in National Transit are created with procedural (algorithmic) generation — not AI. Terrain, rivers, coastlines, and city placement are generated algorithmically at the start of each playthrough.
Generative AI is used in the following place(s):
• Some of the in-game icons/2D art — a portion are AI-generated; the rest are hand-drawn.
In-game text is written by hand; localisation into other languages was produced with the help of machine/AI translation.
Blacksmith Idle used pre-generated AI tools during development for parts of the visual asset pipeline, some music/audio creation, and limited development assistance. All shipped content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI during gameplay, does not connect players to AI services, and does not generate player-facing content in real time.
We have utilized AI tools during development to help make our peaceful sanctuary accessible to players worldwide in their native languages. All AI-assisted elements fall under pre-generated content:
In-Game Translations: Game texts and quests were translated from the Slovak original using AI. We actively work with community volunteers to review these. Any languages that have not yet undergone human verification are clearly marked within the game settings as AI/machine translations.
Marketing Copy: AI was used extensively to draft and translate store descriptions and marketing materials for international storefronts (without subsequent human verification).
The core game design, mechanics, storyline, and atmosphere are entirely our own original work. AI served purely as a technical tool to deliver faster localization.
Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI.
We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay.
This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game.
This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion.
Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer.
AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand.
This game includes elements using Generative AI in some pre-produced content such as intro videos.
These contents were created during the development process and finally used after editing and post-processing by the development team, and no Generative AI was used for gameplay.
This game used generative AI tools during development to assist with some pre-generated content, including portions of visual assets and some code/text assistance. All AI-assisted output was reviewed, modified, and curated by the developer before being included in the game. This game does not use live-generated AI during gameplay.
Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer.
This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay.
Scrapbot Outpost was created with assistance from AI tools.
AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets.
Tools used during development include:
- OpenAI ChatGPT
- Claude Opus
- PixelLab.ai
All AI-assisted content was selected, reviewed, edited, and integrated by the developement team
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals.
Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
I am a solo developer: the game design, combat, bosses, balance and visual effects are my own work. I am not a composer or an illustrator. Almost all of the music and most of the relic and character art are AI-generated from my direction. A few sound effects and a few textures are also AI-generated. Languages other than English are machine-translated. Japanese and Vietnamese were partly checked by fluent speakers. If a translation looks wrong, please tell me.
Generative AI was used to create some visual assets for the Steam Store Page (capsule images, promotional materials). All in-game art, gameplay mechanics, code, music, sound effects, and translations were created without generative AI.
This game makes limited use of generative artificial intelligence during development.
Generative AI was used to help create some game music and sound effects, to generate the store page thumbnail artwork, and as a support tool for brainstorming ideas and coding auto-completion.
All gameplay, design, and final creative decisions were made by the developer.
This game uses generative AI during gameplay to power hostile in-world security AIs. These systems generate text-based dialogue responses locally on the player’s machine during intrusion sequences. Core progression, mission structure, objectives, and outcomes are authored by the developer; generative AI is used to create reactive in-character dialogue within bounded gameplay contexts.
Some promotional and store assets were created with the assistance of generative AI and then reviewed and edited by the developer before release.
Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material.
Some of the game's content was made with the help of AI tools and then finished by hand: some 3D models, the radio music, short voice lines and the illustrated intro scenes. Game design, code, animation, layouts, audio mixing and all final editing are our own work. An optional tableside chat generates short in-character replies during play on a server we operate. The game client holds no API keys; the server rate-limits requests, filters what goes in and what comes out, replaces anything filtered with a fixed written line, shows an AI mark while a generated line is on screen, and a Report button sends only the exchange and an anonymous session id to us for review. Some store artwork and marketing images were made with AI assistance.
Generative AI was used to assist in the creation of 2D graphical textures (such as the core visuals and aesthetic shop skins) as well as assisting as a tool in writing the underlying game code and mechanics.
World maps in National Transit are created with procedural (algorithmic) generation — not AI. Terrain, rivers, coastlines, and city placement are generated algorithmically at the start of each playthrough.
Generative AI is used in the following place(s):
• Some of the in-game icons/2D art — a portion are AI-generated; the rest are hand-drawn.
In-game text is written by hand; localisation into other languages was produced with the help of machine/AI translation.
Blacksmith Idle used pre-generated AI tools during development for parts of the visual asset pipeline, some music/audio creation, and limited development assistance. All shipped content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI during gameplay, does not connect players to AI services, and does not generate player-facing content in real time.
We have utilized AI tools during development to help make our peaceful sanctuary accessible to players worldwide in their native languages. All AI-assisted elements fall under pre-generated content:
In-Game Translations: Game texts and quests were translated from the Slovak original using AI. We actively work with community volunteers to review these. Any languages that have not yet undergone human verification are clearly marked within the game settings as AI/machine translations.
Marketing Copy: AI was used extensively to draft and translate store descriptions and marketing materials for international storefronts (without subsequent human verification).
The core game design, mechanics, storyline, and atmosphere are entirely our own original work. AI served purely as a technical tool to deliver faster localization.
Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI.