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.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play.
Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
Some 2D artwork and visual assets were created with the assistance of generative AI tools during development and were reviewed and edited by the developer. The game does not generate AI content during gameplay.
This game was created with a lot of help from AI. Although I'm an experienced game developer a lot of the physics, graphic elements, and code were generate with the help of AI.
The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
Pre-generated AI content
The application's user-facing text was written with the assistance of a large language model, and translated from English into the other nine supported languages the same way. The store page description was drafted the same way.
The screenshots are unedited captures of the running software.
The in-application audio is synthesised by a DSP script, not by a generative model.
from material the developer produced: frames of video recorded in the headset, and renders of the application's own interface.
Live-generated AI content
None. Next Eye does not run any AI model at runtime, does not send anything to any service, and works entirely offline.
Generative AI was used during development to assist in creating select pre-generated promotional artwork and video assets used in marketing and on the Steam store page. AI-generated content is reviewed and selected by the developer before publication. Generative AI is not used to create gameplay content in real time.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
The art, sound effects and voicelines are AI generated. Ideally, if the game makes some amount of $ I will replace all AI generate content.
Read more about AI usage here: https://www.sdgames.co/blog/shades-of-europa-steam-page-and-demo
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music.
This game uses generative AI to create pre-generated content that ships with the game: character and monster artwork, backgrounds and other images, the logo, negotiation dialogue text, and level design. The store page text and marketing images are also created with AI assistance. No AI content is generated live while you play.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
Generative AI-assisted tools were used during development to support programming, localization and store-page text, and the creation or refinement of some visual game assets. All AI-assisted output was reviewed, edited, tested and integrated by the developer. No content is generated by AI during gameplay, and the game does not connect to external AI services.
This game was created with extensive AI assistance. AI-generated and AI-assisted content is used in the game, store artwork, descriptions and trailer. This includes graphics and artwork, text, and contributions to programming, music and trailer production. The trailer and screenshots show actual footage captured from the game. No generative AI content is created during gameplay, and the game does not connect to external AI services while being played.
All AI-generated content in Cute Kitty WAR was created during development; nothing is generated while you play. The game's artwork — cats, pests, items, backgrounds and store images — was produced with AI image generation from our own designs and direction, then selected, edited and assembled by our developer. Much of the game's music and sound was synthesized by code written with an AI assistant, and AI assistance helped draft the in-game text, all directed and reviewed by our developer.
Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay.
Some character illustrations and 3D character models were created with the assistance of generative AI during development. The generated assets were manually edited, refined, and integrated into the game's final content by the developer. No generative AI is used to create new content in real time during gameplay.
Generative AI was used only for selected pre-generated concept and marketing materials during development. These materials are reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not generate live text, images, audio, code, or other player-facing content.
Some of the art in Orix was made with the help of generative AI. The character models were generated from AI-assisted concept art, then edited, retextured, and adjusted by hand for the game. The achievement icons were made the same way. Music and sound effects are licensed from human-made asset packs.
Nothing is generated while you play. Every asset in the game is fixed at build time and identical for every player.
Choban uses generative AI to power conversations and interactions with certain NPCs. AI-generated dialogue is used to create more natural, dynamic, and context-aware responses during gameplay. All core gameplay systems, quests, progression, world generation, and game mechanics are designed by the developers and are not generated by AI. AI is used solely to enhance NPC interactions and player immersion.
This game utilizes generative AI tools to assist in the production of select art, sound, and music assets. However, no raw AI content is used. Every single AI-generated asset has been extensively modified, remade, and personalized by hand to fit the game's specific creative vision.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play.
Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
Some 2D artwork and visual assets were created with the assistance of generative AI tools during development and were reviewed and edited by the developer. The game does not generate AI content during gameplay.
This game was created with a lot of help from AI. Although I'm an experienced game developer a lot of the physics, graphic elements, and code were generate with the help of AI.
The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
Pre-generated AI content
The application's user-facing text was written with the assistance of a large language model, and translated from English into the other nine supported languages the same way. The store page description was drafted the same way.
The screenshots are unedited captures of the running software.
The in-application audio is synthesised by a DSP script, not by a generative model.
from material the developer produced: frames of video recorded in the headset, and renders of the application's own interface.
Live-generated AI content
None. Next Eye does not run any AI model at runtime, does not send anything to any service, and works entirely offline.
Generative AI was used during development to assist in creating select pre-generated promotional artwork and video assets used in marketing and on the Steam store page. AI-generated content is reviewed and selected by the developer before publication. Generative AI is not used to create gameplay content in real time.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
The art, sound effects and voicelines are AI generated. Ideally, if the game makes some amount of $ I will replace all AI generate content.
Read more about AI usage here: https://www.sdgames.co/blog/shades-of-europa-steam-page-and-demo
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play.
Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music.
This game uses generative AI to create pre-generated content that ships with the game: character and monster artwork, backgrounds and other images, the logo, negotiation dialogue text, and level design. The store page text and marketing images are also created with AI assistance. No AI content is generated live while you play.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
Generative AI-assisted tools were used during development to support programming, localization and store-page text, and the creation or refinement of some visual game assets. All AI-assisted output was reviewed, edited, tested and integrated by the developer. No content is generated by AI during gameplay, and the game does not connect to external AI services.
This game was created with extensive AI assistance. AI-generated and AI-assisted content is used in the game, store artwork, descriptions and trailer. This includes graphics and artwork, text, and contributions to programming, music and trailer production. The trailer and screenshots show actual footage captured from the game. No generative AI content is created during gameplay, and the game does not connect to external AI services while being played.
All AI-generated content in Cute Kitty WAR was created during development; nothing is generated while you play. The game's artwork — cats, pests, items, backgrounds and store images — was produced with AI image generation from our own designs and direction, then selected, edited and assembled by our developer. Much of the game's music and sound was synthesized by code written with an AI assistant, and AI assistance helped draft the in-game text, all directed and reviewed by our developer.
Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay.
Some character illustrations and 3D character models were created with the assistance of generative AI during development. The generated assets were manually edited, refined, and integrated into the game's final content by the developer. No generative AI is used to create new content in real time during gameplay.
Generative AI was used only for selected pre-generated concept and marketing materials during development. These materials are reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not generate live text, images, audio, code, or other player-facing content.
Some of the art in Orix was made with the help of generative AI. The character models were generated from AI-assisted concept art, then edited, retextured, and adjusted by hand for the game. The achievement icons were made the same way. Music and sound effects are licensed from human-made asset packs.
Nothing is generated while you play. Every asset in the game is fixed at build time and identical for every player.
Choban uses generative AI to power conversations and interactions with certain NPCs. AI-generated dialogue is used to create more natural, dynamic, and context-aware responses during gameplay. All core gameplay systems, quests, progression, world generation, and game mechanics are designed by the developers and are not generated by AI. AI is used solely to enhance NPC interactions and player immersion.
This game utilizes generative AI tools to assist in the production of select art, sound, and music assets. However, no raw AI content is used. Every single AI-generated asset has been extensively modified, remade, and personalized by hand to fit the game's specific creative vision.