Public Steam disclosure research25,508 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.
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
No major content was directly created with AI. No graphic assets (store page or in game) were created with AI. Only used to help with creating shaders, database scripts, animations, and some balancing/debugging.
AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork.
Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI.
The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI.
No generative AI is used dynamically during gameplay.
Generative AI was used during development to create pre-made content: concept and reference images, character sprites, textures and UI graphics (OpenAI image generation), the game logo (Google Gemini), some 3D model drafts (Tripo) and sound effects (ElevenLabs). All AI-generated material was selected, edited, modelled and integrated by the developer in Blender and Unity. The game does not generate any content with AI while you play and does not connect to AI services.
Some 3D character and prop models were generated with 3D AI Studio during development. Some player-facing text was drafted with AI assistance. All content is prepared in advance; no generative AI runs during gameplay.
Generative AI tools were used during development, under our creative direction, to help create the game’s artwork, written content and marketing materials. AI tools also assisted with programming. This content was prepared before release. Risk Trader does not generate AI content during gameplay or connect to an external AI service; its in-game coach uses locally stored rules and messages.
Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets.
Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services.
Generative AI tools were used during development to assist with in-game dialogue, Korean localization, programming, and store-page text and marketing materials. Orbit Foundry does not generate AI content or connect to AI services during gameplay.
Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer.
This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline.
Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer.
No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL).
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer.
Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay.
Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers).
The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime.
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
No major content was directly created with AI. No graphic assets (store page or in game) were created with AI. Only used to help with creating shaders, database scripts, animations, and some balancing/debugging.
AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork.
Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI.
The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI.
No generative AI is used dynamically during gameplay.
Generative AI was used during development to create pre-made content: concept and reference images, character sprites, textures and UI graphics (OpenAI image generation), the game logo (Google Gemini), some 3D model drafts (Tripo) and sound effects (ElevenLabs). All AI-generated material was selected, edited, modelled and integrated by the developer in Blender and Unity. The game does not generate any content with AI while you play and does not connect to AI services.
Some 3D character and prop models were generated with 3D AI Studio during development. Some player-facing text was drafted with AI assistance. All content is prepared in advance; no generative AI runs during gameplay.
Generative AI tools were used during development, under our creative direction, to help create the game’s artwork, written content and marketing materials. AI tools also assisted with programming. This content was prepared before release. Risk Trader does not generate AI content during gameplay or connect to an external AI service; its in-game coach uses locally stored rules and messages.
Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets.
Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services.
Generative AI tools were used during development to assist with in-game dialogue, Korean localization, programming, and store-page text and marketing materials. Orbit Foundry does not generate AI content or connect to AI services during gameplay.
Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer.
This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline.
Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer.
No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL).
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer.
Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay.
Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers).
The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime.