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.
Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services.
Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play.
Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices.
Hey everyone! I used AI for three things that ship in this game:
- The game logo, which also appears on the store capsules
- A couple of real photos converted into an anime style photo, used as wall art in some of the environments.
- The achievement icons are ai generated.
That's everything. No other AI-generated art, no AI voices/music, and nothing generative running while you play.
Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-generated AI tools assisted with development, including code, interface copy and localization, in-game comic illustrations, and promotional key art, logo, and icon drafts. The developer reviewed and edited all AI-assisted output before inclusion. The game does not generate AI content while running.
Gemwise includes pre-generated music, visual artwork, and localized text created with generative AI tools. These assets were selected, edited, processed, integrated, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used during development to create in-game text, including item descriptions, interface copy, narrative text and localization. The Steam trailer also includes pre-generated AI cinematic visuals and music. No content is generated by AI during gameplay.
Generative AI was used to translate the game's text from Japanese into the other supported languages (English, Simplified Chinese, Traditional Chinese, Russian, German and French). The original Japanese text was written by a human.
Generative AI was used only for a few images shown briefly in the trailer (such as the wolf and the monkey in the suit). All in-game models and textures were hand-drawn by me.
Artificial intelligence has been used in visual and music production, as well as to accelerate coding.
The development team has been responsible for final touches and decisions since the very beginning of the game's design.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Generative AI was used during development for the following:
- Music: The background music was created with an AI music generation tool (Suno).
- Word definitions: The definitions shown in the game were written with the assistance of AI, using the public dictionary data JMdict as a reference, and were reviewed and corrected by the developer.
- Programming: AI was used as a development aid.
No content is generated by AI during gameplay. All puzzles, word data, and visuals are pre-made.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding.
Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page.
Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one.
CS
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
The music and some of the images were created using artificial intelligence. Localization into some languages was performed using artificial intelligence.
Made by an ordinary person building a game for the first time, with generative AI tools helping throughout.
The card illustrations, 3D models, music and sound effects, game code, and the localized text translated from the original Korean were all produced with AI tools. I picked through the results and edited them by hand before putting them in the game.
Everything was generated ahead of time and shipped inside the build. Nothing is generated live while you play.
Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay.
AI was used for coding, translations and achievements. The map, airports and countries come from public datasets. Nothing is generated by AI while you play.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Generative AI assisted the creation of characters, card artwork, environments, some interface artwork, pre-rendered animations, and some narrative and localized text during development. This content was selected, edited, and reviewed in the game. Generative AI was also used to create store artwork. Music and sound effects include locally synthesized audio. The game does not use generative AI to create content during gameplay.
Trivia Mania was designed, directed, reviewed and tested by a solo developer. AI tools supported the drafting, editing and fact-checking of the questions and answers, and helped make the game's art and sound. No AI is embedded in the game and nothing is generated while you play.
The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay.
Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services.
Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play.
Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices.
Hey everyone! I used AI for three things that ship in this game:
- The game logo, which also appears on the store capsules
- A couple of real photos converted into an anime style photo, used as wall art in some of the environments.
- The achievement icons are ai generated.
That's everything. No other AI-generated art, no AI voices/music, and nothing generative running while you play.
Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-generated AI tools assisted with development, including code, interface copy and localization, in-game comic illustrations, and promotional key art, logo, and icon drafts. The developer reviewed and edited all AI-assisted output before inclusion. The game does not generate AI content while running.
Gemwise includes pre-generated music, visual artwork, and localized text created with generative AI tools. These assets were selected, edited, processed, integrated, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used during development to create in-game text, including item descriptions, interface copy, narrative text and localization. The Steam trailer also includes pre-generated AI cinematic visuals and music. No content is generated by AI during gameplay.
Generative AI was used to translate the game's text from Japanese into the other supported languages (English, Simplified Chinese, Traditional Chinese, Russian, German and French). The original Japanese text was written by a human.
Generative AI was used only for a few images shown briefly in the trailer (such as the wolf and the monkey in the suit). All in-game models and textures were hand-drawn by me.
Artificial intelligence has been used in visual and music production, as well as to accelerate coding.
The development team has been responsible for final touches and decisions since the very beginning of the game's design.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Generative AI was used during development for the following:
- Music: The background music was created with an AI music generation tool (Suno).
- Word definitions: The definitions shown in the game were written with the assistance of AI, using the public dictionary data JMdict as a reference, and were reviewed and corrected by the developer.
- Programming: AI was used as a development aid.
No content is generated by AI during gameplay. All puzzles, word data, and visuals are pre-made.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding.
Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page.
Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one.
CS
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
The music and some of the images were created using artificial intelligence. Localization into some languages was performed using artificial intelligence.
Made by an ordinary person building a game for the first time, with generative AI tools helping throughout.
The card illustrations, 3D models, music and sound effects, game code, and the localized text translated from the original Korean were all produced with AI tools. I picked through the results and edited them by hand before putting them in the game.
Everything was generated ahead of time and shipped inside the build. Nothing is generated live while you play.
Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay.
AI was used for coding, translations and achievements. The map, airports and countries come from public datasets. Nothing is generated by AI while you play.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Generative AI assisted the creation of characters, card artwork, environments, some interface artwork, pre-rendered animations, and some narrative and localized text during development. This content was selected, edited, and reviewed in the game. Generative AI was also used to create store artwork. Music and sound effects include locally synthesized audio. The game does not use generative AI to create content during gameplay.
Trivia Mania was designed, directed, reviewed and tested by a solo developer. AI tools supported the drafting, editing and fact-checking of the questions and answers, and helped make the game's art and sound. No AI is embedded in the game and nothing is generated while you play.
The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay.