Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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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.
Some visual and audio assets in this game were created with generative AI during development.
• Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots.
• Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback.
Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play.
Generative AI tools were used during development to assist in the creation of some systems, 3D models, textures, and localized translations included in the game.
Generative AI tools were used during development to help create visual assets for this game, including character art, environments such as the temple, weapons, and other in-game artwork, as well as store and marketing images (capsule art, logo, and store background). All AI-assisted content was reviewed, edited, and finalized by the developer, who holds the rights to use it. No AI-generated content is created live during gameplay.
# AI Disclosure
Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI.
If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us.
We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game.
Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service.
Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done.
Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself.
My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine.
What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong.
What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules.
Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site.
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.
As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects.
It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me.
Thank you for supporting indie development!
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated.
Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
The pixel art in this game was created with an AI image generation tool (Pixellab).
Generated art is never used as-is: the style, proportions and palette standards are set by a human,
every sprite is reviewed by eye, and anything off-standard is rejected and redone. Grounding,
animation continuity and color consistency are likewise human-checked before adoption.
Game design, balance and specification decisions are made by a human. AI-assisted tools are also
used in the development process.
Nothing is generated by AI at runtime (pre-generated content only).
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
Portions of this game were created with the assistance of generative artificial intelligence (AI) technologies, as detailed below:
· Art assets: In-game item icons, character portraits, and grotto building sprites were produced using AI image generation tools during the creative process, then curated, modified, and integrated by the development team.
· Text content: Certain narrative text, item descriptions, and multilingual localization translations were drafted with the assistance of AI language models, and subsequently reviewed and revised by hand.
· Real-time NPC dialogue: The game features an optional NPC dialogue system through which players may configure their own large language model API to have NPCs generate dialogue in real time. This feature is entirely optional; when not configured, the game uses built-in pre-written dialogue lines.
Creator
Hangzhou Binjiang Huan Yinfeng Network Technology Studio
Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product.
This game uses generative‑AI technology to create part of the in‑game assets, art and content. All AI‑generated content has been reviewed and adjusted by human developers.
Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
Generative AI tools were used during development to assist with selected pre-generated 3D assets, translations into additional languages, and marketing artwork. Polish and English source texts were written by the developer. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
As an independent developer/publisher, AI-assisted tools have been used selectively to support presentation and marketing workflows, not to replace the game’s creative direction or development.
The game itself is designed, directed, developed, coded, and assembled by human creators. Core gameplay systems, level design, story direction, implementation, and development decisions are not generated by AI.
Some 3D assets in this game were created with the help of AI generation tools, then edited, retextured and integrated by hand. Parts of the written text, including store page copy and in-game text translations, were drafted with AI assistance and reviewed by the developer. No content is generated live while you play, and no AI-generated voice acting is used. Everything is created and checked before release.
Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI).
Some visual and audio assets in this game were created with generative AI during development.
• Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots.
• Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback.
Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play.
Generative AI tools were used during development to assist in the creation of some systems, 3D models, textures, and localized translations included in the game.
Generative AI tools were used during development to help create visual assets for this game, including character art, environments such as the temple, weapons, and other in-game artwork, as well as store and marketing images (capsule art, logo, and store background). All AI-assisted content was reviewed, edited, and finalized by the developer, who holds the rights to use it. No AI-generated content is created live during gameplay.
# AI Disclosure
Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI.
If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us.
We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game.
Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service.
Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done.
Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself.
My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine.
What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong.
What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules.
Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site.
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.
As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects.
It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me.
Thank you for supporting indie development!
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated.
Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
The pixel art in this game was created with an AI image generation tool (Pixellab).
Generated art is never used as-is: the style, proportions and palette standards are set by a human,
every sprite is reviewed by eye, and anything off-standard is rejected and redone. Grounding,
animation continuity and color consistency are likewise human-checked before adoption.
Game design, balance and specification decisions are made by a human. AI-assisted tools are also
used in the development process.
Nothing is generated by AI at runtime (pre-generated content only).
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
Portions of this game were created with the assistance of generative artificial intelligence (AI) technologies, as detailed below:
· Art assets: In-game item icons, character portraits, and grotto building sprites were produced using AI image generation tools during the creative process, then curated, modified, and integrated by the development team.
· Text content: Certain narrative text, item descriptions, and multilingual localization translations were drafted with the assistance of AI language models, and subsequently reviewed and revised by hand.
· Real-time NPC dialogue: The game features an optional NPC dialogue system through which players may configure their own large language model API to have NPCs generate dialogue in real time. This feature is entirely optional; when not configured, the game uses built-in pre-written dialogue lines.
Hangzhou Binjiang Huan Yinfeng Network Technology Studio
Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product.
This game uses generative‑AI technology to create part of the in‑game assets, art and content. All AI‑generated content has been reviewed and adjusted by human developers.
Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
Generative AI tools were used during development to assist with selected pre-generated 3D assets, translations into additional languages, and marketing artwork. Polish and English source texts were written by the developer. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
As an independent developer/publisher, AI-assisted tools have been used selectively to support presentation and marketing workflows, not to replace the game’s creative direction or development.
The game itself is designed, directed, developed, coded, and assembled by human creators. Core gameplay systems, level design, story direction, implementation, and development decisions are not generated by AI.
Some 3D assets in this game were created with the help of AI generation tools, then edited, retextured and integrated by hand. Parts of the written text, including store page copy and in-game text translations, were drafted with AI assistance and reviewed by the developer. No content is generated live while you play, and no AI-generated voice acting is used. Everything is created and checked before release.
Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI).