Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
本游戏在开发过程中使用了生成式人工智能工具辅助制作预生成内容。
游戏中绝大部分美术素材,包括角色形象、角色序列帧动画、战斗场景背景、用户界面图形、物品与武器图标以及部分视觉特效,使用AI图像生成功能制作。所有生成图片均在加入游戏前经过开发者人工筛选,并根据实际需要进行裁切、缩放、色彩调整、组合、动画帧整理、局部修正和游戏内适配。
开发过程中也使用了 AI 编程辅助工具,帮助编写、整理、重构和排查部分程序代码。所有 AI 辅助代码均由开发者人工审阅、修改、整合和测试后才会加入游戏。
本游戏运行时不会连接生成式 AI 服务,也不会根据玩家输入实时生成图片、文本、音频、代码或其他内容。玩家无法通过游戏生成、上传、分享或导出 AI 内容。
Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay.
This game is a solo-developed project. Generative AI tools were used as part of the production workflow, including assistance with code and base visual assets. No generative AI output is used as a final in-game asset – all assets were manually edited and finalized by the developer. All gameplay design, creative direction, balancing, and content decisions were made by the developer.
Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations.
EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers.
This game was designed and developed entirely by humans. Generative AI was only used to assist with the translation and localization of in-game text. No AI-generated artwork, audio, gameplay content, or narrative content is included in the game.
This game was developed using an agentic AI coding tool, the code was written with AI assistance, under the design, direction, and review of the developer. The game contains no AI-generated assets — models and textures are generated procedurally in-engine, audio (sound effects and music) is pre-synthesized with the developer's own non-AI DSP tools, and UI text uses system fonts. No AI content is generated at runtime.
AI was used to create background images in the novel, as well as objects in the levels, but the levels are drawn to the final stage manually by an artist.
Generative AI was used during the development of CORRUPT.EXE to assist with coding, design iteration, brainstorming, and the creation of certain visual assets. All AI-generated content was reviewed, edited, and curated by the developer before being included in the game. No live AI-generated content is created during gameplay, and players do not interact with generative AI systems while playing.
I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that.
Some 2D visual assets in Orbsmith — including item icons,
enemy artwork, environment backgrounds, UI elements, and
store page imagery — were created using generative AI tools
as part of an iterative pipeline involving custom prompts,
human curation, and post-processing in Photoshop.
All gameplay code, game design, mechanics, balancing, item
systems, and audio are created by the developer without
generative AI.
No AI content is generated live during gameplay. All assets
are static and shipped with the build.
Deep Breach Demo contains some pre-generated visual assets created with assistance from generative AI tools during development. These include certain static 2D visual elements such as UI icons, item and turret imagery, and promotional/store artwork. No AI-generated content is created live during gameplay.
This game includes pre-generated assets created with the assistance of generative AI tools. AI-assisted content may include selected store capsule artwork, promotional artwork, UI-related graphics, and selected music/audio elements. All AI-assisted content is reviewed and edited by the developer before being included in the game or store presentation. The game does not use live generative AI during gameplay.
This game includes AI‑generated assets, such as sprites, icons, illustrations, and sound effects. All AI‑generated content was created during development, manually reviewed, and integrated as static assets.
The game does not generate any AI content during gameplay, and it does not create dynamic images, audio, or text for players. All included assets are fixed and safe.
TRANSLATIONS in store page and in-game have been generated with artificial intelligence. These translations are FULLY OPTIONAL to use and you can experience the full game without any artificial intelligence by playing in the English language. I wanted to give people the possibility to experience the game in their native language, which is why this decision was made.
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development.
Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it.
STRIKEM uses generative AI for some illustrated background art only. All gameplay sprites — characters, enemies, and tilesets — were hand-created without AI. All assets are pre-generated; nothing is AI-generated at runtime.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
本游戏在开发过程中使用了生成式人工智能工具辅助制作预生成内容。
游戏中绝大部分美术素材,包括角色形象、角色序列帧动画、战斗场景背景、用户界面图形、物品与武器图标以及部分视觉特效,使用AI图像生成功能制作。所有生成图片均在加入游戏前经过开发者人工筛选,并根据实际需要进行裁切、缩放、色彩调整、组合、动画帧整理、局部修正和游戏内适配。
开发过程中也使用了 AI 编程辅助工具,帮助编写、整理、重构和排查部分程序代码。所有 AI 辅助代码均由开发者人工审阅、修改、整合和测试后才会加入游戏。
本游戏运行时不会连接生成式 AI 服务,也不会根据玩家输入实时生成图片、文本、音频、代码或其他内容。玩家无法通过游戏生成、上传、分享或导出 AI 内容。
Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay.
This game is a solo-developed project. Generative AI tools were used as part of the production workflow, including assistance with code and base visual assets. No generative AI output is used as a final in-game asset – all assets were manually edited and finalized by the developer. All gameplay design, creative direction, balancing, and content decisions were made by the developer.
Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations.
EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers.
This game was designed and developed entirely by humans. Generative AI was only used to assist with the translation and localization of in-game text. No AI-generated artwork, audio, gameplay content, or narrative content is included in the game.
This game was developed using an agentic AI coding tool, the code was written with AI assistance, under the design, direction, and review of the developer. The game contains no AI-generated assets — models and textures are generated procedurally in-engine, audio (sound effects and music) is pre-synthesized with the developer's own non-AI DSP tools, and UI text uses system fonts. No AI content is generated at runtime.
AI was used to create background images in the novel, as well as objects in the levels, but the levels are drawn to the final stage manually by an artist.
Generative AI was used during the development of CORRUPT.EXE to assist with coding, design iteration, brainstorming, and the creation of certain visual assets. All AI-generated content was reviewed, edited, and curated by the developer before being included in the game. No live AI-generated content is created during gameplay, and players do not interact with generative AI systems while playing.
I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that.
Some 2D visual assets in Orbsmith — including item icons,
enemy artwork, environment backgrounds, UI elements, and
store page imagery — were created using generative AI tools
as part of an iterative pipeline involving custom prompts,
human curation, and post-processing in Photoshop.
All gameplay code, game design, mechanics, balancing, item
systems, and audio are created by the developer without
generative AI.
No AI content is generated live during gameplay. All assets
are static and shipped with the build.
Deep Breach Demo contains some pre-generated visual assets created with assistance from generative AI tools during development. These include certain static 2D visual elements such as UI icons, item and turret imagery, and promotional/store artwork. No AI-generated content is created live during gameplay.
This game includes pre-generated assets created with the assistance of generative AI tools. AI-assisted content may include selected store capsule artwork, promotional artwork, UI-related graphics, and selected music/audio elements. All AI-assisted content is reviewed and edited by the developer before being included in the game or store presentation. The game does not use live generative AI during gameplay.
This game includes AI‑generated assets, such as sprites, icons, illustrations, and sound effects. All AI‑generated content was created during development, manually reviewed, and integrated as static assets.
The game does not generate any AI content during gameplay, and it does not create dynamic images, audio, or text for players. All included assets are fixed and safe.
TRANSLATIONS in store page and in-game have been generated with artificial intelligence. These translations are FULLY OPTIONAL to use and you can experience the full game without any artificial intelligence by playing in the English language. I wanted to give people the possibility to experience the game in their native language, which is why this decision was made.
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development.