Public Steam disclosure research25,394 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
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.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself.
But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting.
Everything I did not make myself is properly licensed and credited to the people who did.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests.
Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows.
Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service.
As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development.
All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game.
Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
Some 3D models and textures in this game were created with the help of
generative AI tools. All AI-generated assets were
reviewed, edited, optimized and integrated manually by the developer.
The game does not generate any content live during gameplay.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
Part of the audio in this game is generated with AI: the music and some of the sound effects.
Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually.
Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc.
AI tools were used during the development of Slot Crawler to assist in creating select visual assets and promotional materials. Every AI-assisted element was reviewed, refined, and integrated by the developer to ensure consistency with the game’s artistic direction and quality standards.
Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services.
Generative AI tools assisted development of the game’s geometric artwork, music compositions, in-game text, and store and marketing materials. These are prepared during development and included in the game or its promotional assets. Graphics are drawn and music is synthesized locally from fixed content definitions; the game does not generate content with AI during gameplay or connect to external AI services.
DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself.
But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting.
Everything I did not make myself is properly licensed and credited to the people who did.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests.
Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows.
Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service.
As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development.
All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game.
Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
Some 3D models and textures in this game were created with the help of
generative AI tools. All AI-generated assets were
reviewed, edited, optimized and integrated manually by the developer.
The game does not generate any content live during gameplay.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
Part of the audio in this game is generated with AI: the music and some of the sound effects.
Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually.
Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc.
AI tools were used during the development of Slot Crawler to assist in creating select visual assets and promotional materials. Every AI-assisted element was reviewed, refined, and integrated by the developer to ensure consistency with the game’s artistic direction and quality standards.
Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services.
Generative AI tools assisted development of the game’s geometric artwork, music compositions, in-game text, and store and marketing materials. These are prepared during development and included in the game or its promotional assets. Graphics are drawn and music is synthesized locally from fixed content definitions; the game does not generate content with AI during gameplay or connect to external AI services.
DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription.