Public Steam disclosure research26,949 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.
During the development process, I may use procedural generation and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and artistic expression as a solo developer. Examples include the creation of the game's background music and certain graphical assets.
This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
Pre-generated content: Some in-game visual content is produced by procedural code written with the assistance of an AI coding assistant (Anthropic Claude). This includes certain 3D building shapes (e.g., palace halls, storehouses, pagodas), procedural textures (roof tiles, rammed-earth walls), town layouts, and terrain painting. No AI image or 3D-model generators were used for shipped art; character and unit art was made by the developer. All AI-assisted output was reviewed and edited by the developer.
The Steam version provides only local generative AI that runs on the user’s device. It does not include third-party online AI services or support the configuration of external API keys.**[Important Information Before Purchase]:** The response speed of local models will vary depending on your device’s CPU, GPU, and memory configuration. The intelligence level of the built-in local models differs significantly from that of large online models.
Turbo Era Boss uses generative AI as part of its indie production workflow. Some pre-rendered visual assets, store capsule artwork, promotional/community images, and draft text/localization may be created or refined with AI-assisted tools. The game does not use live generative AI during gameplay. All AI-assisted material is reviewed, edited, and approved by Team76 before publication, and we avoid real team logos, real sponsors, driver likenesses, and other protected branding.
VOXSHIFT uses AI-powered speech processing, translation, and text-to-speech / voice output features.
The app processes user-provided microphone input and can generate translated speech or processed audio output for the user to listen to or route to other applications. AI is used as part of the app's core audio workflow, not to create characters, story content, levels, or gameplay assets.
Some store and marketing materials may also describe or demonstrate these AI-powered audio features.
Some of the assets and background were made with some use of AI - The rest drawn by hand using Asprite!
The goal of lazypanda is to give a worm expirience to our users.
AI Usage helped with speeding up creation of some assets.
During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies.
We want to be 100% clear: this software does not generate AI artwork. All animation, rendering, and creation tools are powered entirely by traditional algorithmic code.
The use of AI is strictly limited to:
• Text Localization: Assisted translations for store and interface text.
• Legacy Shape Detection: An optional, legacy computer-vision model that can be toggled on solely to assist with detecting edges and outlines. It does not generate art from prompts or models, and can be completely ignored in favour of our standard, non-AI outline tools.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
I've used AI for code, and to generate some 2D & 3D assets.
I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it.
I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling.
You couldn't "prompt" a game like this.
I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss!
This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process.
GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting.
AI helped me bring my dream game to life, writing code and generating game assets.
The game itself uses no generative AI within.
AI is NOT used in the graphics, sound effects, music, or code, and none of these contain any AI-generated content. AI is used ONLY to produce higher-quality text translations than standard translation tools, and for no other purpose.
Some visual assets, promotional artwork, and store graphical assets were created or assisted using generative AI tools. All assets were reviewed, edited, and integrated into the game by the developer.
AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team.
Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay.
Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime.
Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
Generative AI tools were used as part of the production process for some visual and audio elements. AI-generated materials served as a base or reference and were further developed through the developer's creative process to produce the final in-game assets. The final assets are not used as direct AI-generated outputs. The game does not generate content using AI during gameplay.
As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI.
This game uses AI-generated content for marketing and
promotional materials, including the game trailer, teaser,
Steam capsule images, title images, and other marketing assets.
Most of the AI-generated images were additionally edited and
refined by our team using artistic and creative techniques
to better fit the game's visual style.
The AI-generated content is limited to external marketing
materials only. All actual gameplay, game mechanics, and
in-game content were created by the development team.
Some promotional and store page artwork used for marketing materials was created or assisted using generative AI tools. No generative AI is used during gameplay, and the game does not generate AI-created content for players.
This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me.
AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release.
Generative AI tools were used to assist with initial translations of localization texts and as a starting point for a limited number of visual concepts. All AI-assisted translations were manually reviewed and edited. The visual concepts were substantially reworked and adapted by the developer to match the game’s original art style before being included in the final game.
AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu.
Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos.
1.Generative AI tools were used to assist in creating some in-game art assets.
2.Generative AI tools were used to assist in creating and debugging some in-game code.
Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work.
All Artwork in game has been edited to fit the game, there is no raw AI content present.
This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite").
All artwork, ui, and sounds effects do NOT use AI whatsoever.
During the development process, I may use procedural generation and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and artistic expression as a solo developer. Examples include the creation of the game's background music and certain graphical assets.
This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
Pre-generated content: Some in-game visual content is produced by procedural code written with the assistance of an AI coding assistant (Anthropic Claude). This includes certain 3D building shapes (e.g., palace halls, storehouses, pagodas), procedural textures (roof tiles, rammed-earth walls), town layouts, and terrain painting. No AI image or 3D-model generators were used for shipped art; character and unit art was made by the developer. All AI-assisted output was reviewed and edited by the developer.
The Steam version provides only local generative AI that runs on the user’s device. It does not include third-party online AI services or support the configuration of external API keys.**[Important Information Before Purchase]:** The response speed of local models will vary depending on your device’s CPU, GPU, and memory configuration. The intelligence level of the built-in local models differs significantly from that of large online models.
Turbo Era Boss uses generative AI as part of its indie production workflow. Some pre-rendered visual assets, store capsule artwork, promotional/community images, and draft text/localization may be created or refined with AI-assisted tools. The game does not use live generative AI during gameplay. All AI-assisted material is reviewed, edited, and approved by Team76 before publication, and we avoid real team logos, real sponsors, driver likenesses, and other protected branding.
VOXSHIFT uses AI-powered speech processing, translation, and text-to-speech / voice output features.
The app processes user-provided microphone input and can generate translated speech or processed audio output for the user to listen to or route to other applications. AI is used as part of the app's core audio workflow, not to create characters, story content, levels, or gameplay assets.
Some store and marketing materials may also describe or demonstrate these AI-powered audio features.
Some of the assets and background were made with some use of AI - The rest drawn by hand using Asprite!
The goal of lazypanda is to give a worm expirience to our users.
AI Usage helped with speeding up creation of some assets.
During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies.
We want to be 100% clear: this software does not generate AI artwork. All animation, rendering, and creation tools are powered entirely by traditional algorithmic code.
The use of AI is strictly limited to:
• Text Localization: Assisted translations for store and interface text.
• Legacy Shape Detection: An optional, legacy computer-vision model that can be toggled on solely to assist with detecting edges and outlines. It does not generate art from prompts or models, and can be completely ignored in favour of our standard, non-AI outline tools.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
I've used AI for code, and to generate some 2D & 3D assets.
I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it.
I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling.
You couldn't "prompt" a game like this.
I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss!
This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process.
GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting.
AI helped me bring my dream game to life, writing code and generating game assets.
The game itself uses no generative AI within.
AI is NOT used in the graphics, sound effects, music, or code, and none of these contain any AI-generated content. AI is used ONLY to produce higher-quality text translations than standard translation tools, and for no other purpose.
Some visual assets, promotional artwork, and store graphical assets were created or assisted using generative AI tools. All assets were reviewed, edited, and integrated into the game by the developer.
AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team.
Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay.
Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime.
Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
Generative AI tools were used as part of the production process for some visual and audio elements. AI-generated materials served as a base or reference and were further developed through the developer's creative process to produce the final in-game assets. The final assets are not used as direct AI-generated outputs. The game does not generate content using AI during gameplay.
As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI.
This game uses AI-generated content for marketing and
promotional materials, including the game trailer, teaser,
Steam capsule images, title images, and other marketing assets.
Most of the AI-generated images were additionally edited and
refined by our team using artistic and creative techniques
to better fit the game's visual style.
The AI-generated content is limited to external marketing
materials only. All actual gameplay, game mechanics, and
in-game content were created by the development team.
Some promotional and store page artwork used for marketing materials was created or assisted using generative AI tools. No generative AI is used during gameplay, and the game does not generate AI-created content for players.
This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me.
AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release.
Generative AI tools were used to assist with initial translations of localization texts and as a starting point for a limited number of visual concepts. All AI-assisted translations were manually reviewed and edited. The visual concepts were substantially reworked and adapted by the developer to match the game’s original art style before being included in the final game.
AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu.
Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos.
1.Generative AI tools were used to assist in creating some in-game art assets.
2.Generative AI tools were used to assist in creating and debugging some in-game code.
Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work.
All Artwork in game has been edited to fit the game, there is no raw AI content present.
This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite").
All artwork, ui, and sounds effects do NOT use AI whatsoever.