Public Steam disclosure research25,380 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
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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.
AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play.
During the development of D.R.I.F.T., some AI tools may have been used for optimization and generating graphics. However, AI is not used in the game at any point during gameplay.
Haze uses AI to generate unique, procedural game content that ensures no two playthroughs are identical.
AI-Generated Content:
- Scene Imagery: Scenes are generated using Replicate's imagen-4 model, creating unique visual environments as players explore
- Narrative & Dialogue: Google Gemini generates scene descriptions, story text, and contextual responses based on player
actions
- Interactive Elements: AI analyzes scenes to determine clickable areas, available actions, and discoverable items
How It Works:
When players explore the game world, AI services generate new scenes and narrative content in real-time based on the current
story context and player choices. This creates a dynamic, branching experience where the horror unfolds differently for each
player.
Data Usage:
Player interactions are processed to generate contextually appropriate content during gameplay. No player data is used to train
AI models. Game content is generated on-demand and stored locally on the player's device.
We used generative-AI tools during development for some art and audio, plus AI assistants for code and copy edits. All results were reviewed/edited by us. No in-game or real-time AI; no player data is sent to AI services.
Using a fully completed game design document created by a Software Engineer, 100% of the game's code was generated via an AI Coding Agent. Aside from the fonts and audio assets, all functional and visual components are the result of AI-Generated code.
Some writing tools and image-generation processes were used alongside our own artwork. We begin with concepts and exploratory art created in-house, and these tools help us produce consistent final assets when needed.
This game uses Google Gemini AI to provide real-time educational information about locations on Earth. The AI assistant responds to player questions about geography, history, culture, and natural phenomena. All AI-generated content is educational and factual, with responses converted to speech using Google Text-to-Speech. The AI does not generate user-created content or allow custom prompts - it only provides informative responses to predefined question categories about Earth exploration.
AI was used initially to prototype a design of the logo for the 1st game Astro Fighters.
This design has been manually adjusted from the AI concept and now forms a part of the Astro Fighters and Astro Fighters 2 logo designs.
Some artwork, in-game videos, and voices are AI generated for prototyping purposes but are planned to be entirely replaced with human-made content by the end of development and before release.
Game uses AI only for visual and text content. Card illustrations and free avatars were created with the help of AI tools. Some in-game texts were edited using AI.
Some visual assets in the current Early Access build are placeholder concepts used during development. Original artwork is being produced and will replace these assets progressively throughout the Early Access period.
AI is used to make code that I can't understand, math is hard for me, some text may also be generated with AI but most is written by me. Everything else is made by my, art, music and concepts.
This game uses AI-generated music tracks and AI-generated UI icons.
All AI content is pre-rendered and shipped as standard audio and image files.
No AI generates content or code during gameplay.
No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork.
During development, some visual assets were created with the assistance of generative AI tools as part of the content creation process, including certain achievement icons. In all cases, the assets were reviewed, edited, and integrated by the development team. The final game experience reflects the creative direction and artistic decisions of the developers.
I'm using an A.I. modified voice as a joke (which works great, by the way!).
I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there).
During the development of this game, generative AI tools were utilized to create initial concepts and base drafts for some of the visual assets. Most things were first sketched by human imagination, then professionalized by AI to give players the most flawless visual. All of these AI-generated drafts were then heavily edited, redrawn, and finalized by the developer in the pixel art program Aseprite to fully match their unique artistic vision. All final in-game assets reflect the developer's own pixel art style and effort. AI music is also included. The game does not use generative AI to create any content in real-time during gameplay.
We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art.
The game promotional images and translations were partially created using AI. The game graphics and sound effects were also partially created using AI.
Some visual assets on this page as well as in-game content include pre-rendered imagery generated with the assistance of artificial intelligence. These images are used for illustrations only. This game does not contain any AI live-generated content nor code.
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!
AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play.
During the development of D.R.I.F.T., some AI tools may have been used for optimization and generating graphics. However, AI is not used in the game at any point during gameplay.
Haze uses AI to generate unique, procedural game content that ensures no two playthroughs are identical.
AI-Generated Content:
- Scene Imagery: Scenes are generated using Replicate's imagen-4 model, creating unique visual environments as players explore
- Narrative & Dialogue: Google Gemini generates scene descriptions, story text, and contextual responses based on player
actions
- Interactive Elements: AI analyzes scenes to determine clickable areas, available actions, and discoverable items
How It Works:
When players explore the game world, AI services generate new scenes and narrative content in real-time based on the current
story context and player choices. This creates a dynamic, branching experience where the horror unfolds differently for each
player.
Data Usage:
Player interactions are processed to generate contextually appropriate content during gameplay. No player data is used to train
AI models. Game content is generated on-demand and stored locally on the player's device.
We used generative-AI tools during development for some art and audio, plus AI assistants for code and copy edits. All results were reviewed/edited by us. No in-game or real-time AI; no player data is sent to AI services.
Using a fully completed game design document created by a Software Engineer, 100% of the game's code was generated via an AI Coding Agent. Aside from the fonts and audio assets, all functional and visual components are the result of AI-Generated code.
Some writing tools and image-generation processes were used alongside our own artwork. We begin with concepts and exploratory art created in-house, and these tools help us produce consistent final assets when needed.
This game uses Google Gemini AI to provide real-time educational information about locations on Earth. The AI assistant responds to player questions about geography, history, culture, and natural phenomena. All AI-generated content is educational and factual, with responses converted to speech using Google Text-to-Speech. The AI does not generate user-created content or allow custom prompts - it only provides informative responses to predefined question categories about Earth exploration.
AI was used initially to prototype a design of the logo for the 1st game Astro Fighters.
This design has been manually adjusted from the AI concept and now forms a part of the Astro Fighters and Astro Fighters 2 logo designs.
Some artwork, in-game videos, and voices are AI generated for prototyping purposes but are planned to be entirely replaced with human-made content by the end of development and before release.
Game uses AI only for visual and text content. Card illustrations and free avatars were created with the help of AI tools. Some in-game texts were edited using AI.
Some visual assets in the current Early Access build are placeholder concepts used during development. Original artwork is being produced and will replace these assets progressively throughout the Early Access period.
AI is used to make code that I can't understand, math is hard for me, some text may also be generated with AI but most is written by me. Everything else is made by my, art, music and concepts.
This game uses AI-generated music tracks and AI-generated UI icons.
All AI content is pre-rendered and shipped as standard audio and image files.
No AI generates content or code during gameplay.
No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork.
During development, some visual assets were created with the assistance of generative AI tools as part of the content creation process, including certain achievement icons. In all cases, the assets were reviewed, edited, and integrated by the development team. The final game experience reflects the creative direction and artistic decisions of the developers.
I'm using an A.I. modified voice as a joke (which works great, by the way!).
I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there).
During the development of this game, generative AI tools were utilized to create initial concepts and base drafts for some of the visual assets. Most things were first sketched by human imagination, then professionalized by AI to give players the most flawless visual. All of these AI-generated drafts were then heavily edited, redrawn, and finalized by the developer in the pixel art program Aseprite to fully match their unique artistic vision. All final in-game assets reflect the developer's own pixel art style and effort. AI music is also included. The game does not use generative AI to create any content in real-time during gameplay.
We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art.
The game promotional images and translations were partially created using AI. The game graphics and sound effects were also partially created using AI.
Some visual assets on this page as well as in-game content include pre-rendered imagery generated with the assistance of artificial intelligence. These images are used for illustrations only. This game does not contain any AI live-generated content nor code.
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!