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.
Generative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some 2D art assets and pre-rendered cinematic videos in this game were created with the help of generative AI tools, and were then manually reviewed, edited and retouched by the developer. Generative AI tools were also used to assist during development. The game does not generate any AI content at runtime.
Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans.
AI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer.
Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game.
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced.
During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Some 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI.
Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools.
The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play.
AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team.
AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team.
CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer.
Some of the background music in Aquora was produced using a generative audio tool. Those tracks are placeholder. They are being replaced with commissioned
original music, and any remaining generated audio will be phased out of the game over time.
All visual art in Aquora is procedurally generated by the developer's own custom tooling, drawn from hand-authored colour palettes, explicit shape instructions
and seeded random number generation. No image generation model is involved at any point in the art pipeline, and no AI generated images appear in the game.
One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release.
The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
Generative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime.
This game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during
Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material.
AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists.
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Some marketing artwork on this Steam store page was created with OpenAI image generation using current in-game screenshots and existing brand artwork as references. The game itself does not generate AI content during play.
Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay.
Fish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play.
Generative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some 2D art assets and pre-rendered cinematic videos in this game were created with the help of generative AI tools, and were then manually reviewed, edited and retouched by the developer. Generative AI tools were also used to assist during development. The game does not generate any AI content at runtime.
Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans.
AI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer.
Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game.
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced.
During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Some 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI.
Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools.
The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play.
AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team.
AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team.
CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer.
Some of the background music in Aquora was produced using a generative audio tool. Those tracks are placeholder. They are being replaced with commissioned
original music, and any remaining generated audio will be phased out of the game over time.
All visual art in Aquora is procedurally generated by the developer's own custom tooling, drawn from hand-authored colour palettes, explicit shape instructions
and seeded random number generation. No image generation model is involved at any point in the art pipeline, and no AI generated images appear in the game.
One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release.
The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
Generative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime.
This game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during
Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material.
AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists.
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Some marketing artwork on this Steam store page was created with OpenAI image generation using current in-game screenshots and existing brand artwork as references. The game itself does not generate AI content during play.
Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay.
Fish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play.