Public Steam disclosure research25,376 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.
As a solo developer AI helped me with:
- fine tuning text and Steam store descriptions
- solve complex coding issues
- visuals are not "ai" generated, but all visuals are programmatically generated within my own software, and the scripts that do that, are optimised by AI coding tools
Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution.
During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page.
Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product.
AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play.
Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer.
Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified.
The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile.
Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime.
The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels.
Additional Specifications & Technical Notes:
- A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model.
- The local model is downloaded from the Internet via Ollama.
- The end-user needs to have the Ollama client installed to run the model locally.
- The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content.
- The python server is run from the main executable's application domain, in the same directory structure.
- The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run.
Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at:
droidknot.com/ARTS/Heaps_SIS_082726.pdf
Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services.
Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Generative AI tools were used to assist with creating and editing some of the written content in the game and on its Steam store page. All AI-assisted text was reviewed, revised, and approved by the developer before publication. The game does not generate content using AI during gameplay.
Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create artwork, icons, 3D assets, written content, and trailer narration. This content is reviewed, refined, and integrated under the developer’s creative direction. The game does not generate AI content during gameplay.
Generative AI Disclosure
As a solo developer, I used generative AI tools to assist in two specific areas of development:
Coding & Debugging: Used AI as a programming assistant for troubleshooting and debugging code, helping optimize performance and stability.
Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay.
AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
Grime Cleaner Idle is made by one person, and I used AI tools to help with parts of it. The store cover art, the game icons and some of the debris art started as AI-generated images that I picked out and edited by hand to fit the game. The translations were also drafted with AI and then checked to make sure they work in the game. Nothing in the game is generated by AI while you play. Everything you see ships with the game.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Generative AI was used during development to create artwork, music and sound assets, including artwork used on the store page. AI also assisted with story development, alongside substantial writing and editing by the developer. All of this content was created before release. The game does not generate AI content or connect to AI services during play.
Generative AI was used during development to create visual assets, music and sound effects, and in-game text and translations. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
The game's art assets (tile, monster and item sprite atlases) were produced during development using OpenAI's image generation service. We then processed the output ourselves into transparent PNGs and assembled them into atlases, which ship as static assets inside the build. The game does not call any AI service at runtime and contains no live-generated content. Every generated image was manually reviewed and corrected before being added to the atlas. Apart from the art, the code, game design, balance and text involve no AI-generated content.
Generative AI was used during development to help create some visual and audio assets, dialogue, and translations. This content was selected and edited during development and incorporated into the game. No content is generated by AI in real time during gameplay.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
As a solo developer AI helped me with:
- fine tuning text and Steam store descriptions
- solve complex coding issues
- visuals are not "ai" generated, but all visuals are programmatically generated within my own software, and the scripts that do that, are optimised by AI coding tools
Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution.
During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page.
Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product.
AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play.
Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer.
Software engineering is primarily by hand in C# and python, with local SLM's, run via Ollama, and occasional cloud-based LLM's used to research knowledge deficits and prototype code snippets for specific systems that map to those deficits. Any AI-generated code was reviewed line-by-line, hand-integrated and heavily modified.
The application requires local file access to files selected by the player from a standard operating system folder browser with permissions. It scans the user's system via the psutil and gputil standard python packages to ascertain the specifications of the user's system to select a model that will match their system's performance profile.
Pinocchio and Hunyuan were used to generate 3D models of mushrooms from 19th century public domain botanical illustrations, and the integrated SLM model is used to generate text labels and summaries at runtime.
The application has absolutely no chat interface. An SLM is integrated locally as a black-box system with robust system prompts to generate structured output in the form of JSON based on the player's file inputs. The JSON is consumed by the game to generate maps and levels.
Additional Specifications & Technical Notes:
- A localhost python server is back-compiled to a C executable and deployed with the main executable and invoked from its application domain to host the local model.
- The local model is downloaded from the Internet via Ollama.
- The end-user needs to have the Ollama client installed to run the model locally.
- The python server has robust internal system prompts to prevent violation of the Terms of Service on the Steam and Itch platforms regarding disallowed content.
- The python server is run from the main executable's application domain, in the same directory structure.
- The python server and main executable communicate via a local socket connection via IANA-approved port numbers according to RFC 6335. Ports are tested and iterated to ensure that they are available on the local system. If an IANA-approved port listed in RFC 6335 is not available, the application will not run.
Heaps adheres to the ARTS standard for AI labeling. A full accounting of our use of AI in this game can be found at:
droidknot.com/ARTS/Heaps_SIS_082726.pdf
Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services.
Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Generative AI tools were used to assist with creating and editing some of the written content in the game and on its Steam store page. All AI-assisted text was reviewed, revised, and approved by the developer before publication. The game does not generate content using AI during gameplay.
Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create artwork, icons, 3D assets, written content, and trailer narration. This content is reviewed, refined, and integrated under the developer’s creative direction. The game does not generate AI content during gameplay.
Generative AI Disclosure
As a solo developer, I used generative AI tools to assist in two specific areas of development:
Coding & Debugging: Used AI as a programming assistant for troubleshooting and debugging code, helping optimize performance and stability.
Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay.
AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
Grime Cleaner Idle is made by one person, and I used AI tools to help with parts of it. The store cover art, the game icons and some of the debris art started as AI-generated images that I picked out and edited by hand to fit the game. The translations were also drafted with AI and then checked to make sure they work in the game. Nothing in the game is generated by AI while you play. Everything you see ships with the game.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Generative AI was used during development to create artwork, music and sound assets, including artwork used on the store page. AI also assisted with story development, alongside substantial writing and editing by the developer. All of this content was created before release. The game does not generate AI content or connect to AI services during play.
Generative AI was used during development to create visual assets, music and sound effects, and in-game text and translations. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
The game's art assets (tile, monster and item sprite atlases) were produced during development using OpenAI's image generation service. We then processed the output ourselves into transparent PNGs and assembled them into atlases, which ship as static assets inside the build. The game does not call any AI service at runtime and contains no live-generated content. Every generated image was manually reviewed and corrected before being added to the atlas. Apart from the art, the code, game design, balance and text involve no AI-generated content.
Generative AI was used during development to help create some visual and audio assets, dialogue, and translations. This content was selected and edited during development and incorporated into the game. No content is generated by AI in real time during gameplay.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.