Public Steam disclosure research25,508 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.
This game uses AI tools to help assist in the development process. To ensure a high-quality experience, all element has been manually reviewed and refined by our development team to meet our creative standards and Steam's community guidelines.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
This game utilizes AI-assisted technologies in its development process. Generative AI was used to assist in writing code, refining localized text, and generating certain background ambient music and sound effects. Additionally, AI tools were used to help conceptualize and refine the unique "Shadow Puppetry" and "Ink-wash" artistic style assets to ensure a high-quality visual experience.
Generative AI was used for some of the music in game. All in game art was hand drawn and vectorized by the creator. Main Theme music created by Grace Streeter. Trailer voiceover by Grace Streeter.
Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay.
In Us is developed by a small independent studio in Japan. We incorporate generative AI tools into our development pipeline to assist in the creation of certain art assets. However, every asset included in the final game is reviewed, refined, and finalized by our human artists. No asset exists in the game without human authorship.
We chose to disclose this openly because players deserve to know how the games they play are made. We understand the concerns the creative community has about generative AI, and we are committed to keeping human craft at the center of our work — both now and in everything we make in the future.
This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer.
During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay.
Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience.
As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets.
All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality.
No AI generated content is produced in real time during gameplay.
Generative AI tools were used as development assistance for portions of the source code, including drafting, organization, and commenting. No live AI-generated content is produced during gameplay.
Generative AI was used only in a limited capacity for some sound effects, translations, and Steam store page marketing assets.
The game does not contain any real-time AI-generated content during gameplay.
I have used the help of AI for some of the levels design, drafts of the bosses and other parts of the game design. Also part of the data models I have had help from AI to implement them.
Generative AI was used during the pre-production phase to create and refine visual concepts, character designs (including enemies and the protagonist), and environmental assets. All AI-generated content was further edited and processed by the developer to fit the game's unique pixel-art constructivist style. No AI content is generated live during gameplay.
The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game.
This game uses AI tools to assist in generating some art assets (card illustrations, character portraits, background images) and audio assets (background music, sound effects) during development. The game does not use any AI services at runtime and does not connect to any external AI APIs. All AI-generated content is completed during development. No AI generation is involved during gameplay.
"This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets."
Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans.
The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted.
Art and Visual Assets: The game’s visual assets, including character designs, backgrounds, and UI elements, were pre-generated using AI tools. These assets were then curated and stylized to fit a unique comic-book aesthetic.
Code and Development: Portions of the game's underlying code and systems were developed with the assistance of AI-powered coding tools.
Quality Control: All AI-generated content has been thoroughly reviewed and edited by the developer to ensure it does not contain any infringing or illegal material and meets the game's quality standards.
We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay.
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI.
AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime.
We use generative AI tools to assist in the creation of 2D pixel art assets and marketing materials. All AI-generated content is refined and integrated by the developer to ensure a high-quality, cohesive aesthetic that fits the game's unique medieval-tech world.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
The visual assets in this game, including character sprites, UI elements, and environmental items, were created with the assistance of Generative AI tools. All AI-generated content has been manually curated, edited, and modified by the developer—including manual rigging and frame-by-frame animation—to ensure a cohesive art style and high-quality gameplay experience.
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer.
AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
This game uses AI tools to help assist in the development process. To ensure a high-quality experience, all element has been manually reviewed and refined by our development team to meet our creative standards and Steam's community guidelines.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
This game utilizes AI-assisted technologies in its development process. Generative AI was used to assist in writing code, refining localized text, and generating certain background ambient music and sound effects. Additionally, AI tools were used to help conceptualize and refine the unique "Shadow Puppetry" and "Ink-wash" artistic style assets to ensure a high-quality visual experience.
Generative AI was used for some of the music in game. All in game art was hand drawn and vectorized by the creator. Main Theme music created by Grace Streeter. Trailer voiceover by Grace Streeter.
Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay.
In Us is developed by a small independent studio in Japan. We incorporate generative AI tools into our development pipeline to assist in the creation of certain art assets. However, every asset included in the final game is reviewed, refined, and finalized by our human artists. No asset exists in the game without human authorship.
We chose to disclose this openly because players deserve to know how the games they play are made. We understand the concerns the creative community has about generative AI, and we are committed to keeping human craft at the center of our work — both now and in everything we make in the future.
This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer.
During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay.
Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience.
As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets.
All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality.
No AI generated content is produced in real time during gameplay.
Generative AI tools were used as development assistance for portions of the source code, including drafting, organization, and commenting. No live AI-generated content is produced during gameplay.
Generative AI was used only in a limited capacity for some sound effects, translations, and Steam store page marketing assets.
The game does not contain any real-time AI-generated content during gameplay.
I have used the help of AI for some of the levels design, drafts of the bosses and other parts of the game design. Also part of the data models I have had help from AI to implement them.
Generative AI was used during the pre-production phase to create and refine visual concepts, character designs (including enemies and the protagonist), and environmental assets. All AI-generated content was further edited and processed by the developer to fit the game's unique pixel-art constructivist style. No AI content is generated live during gameplay.
The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game.
This game uses AI tools to assist in generating some art assets (card illustrations, character portraits, background images) and audio assets (background music, sound effects) during development. The game does not use any AI services at runtime and does not connect to any external AI APIs. All AI-generated content is completed during development. No AI generation is involved during gameplay.
"This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets."
Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans.
The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted.
Art and Visual Assets: The game’s visual assets, including character designs, backgrounds, and UI elements, were pre-generated using AI tools. These assets were then curated and stylized to fit a unique comic-book aesthetic.
Code and Development: Portions of the game's underlying code and systems were developed with the assistance of AI-powered coding tools.
Quality Control: All AI-generated content has been thoroughly reviewed and edited by the developer to ensure it does not contain any infringing or illegal material and meets the game's quality standards.
We utilized generative AI tools (such as Midjourney and Stable Diffusion) during the development phase to assist in creating 2D concept art, UI elements, and background textures for the game. We carefully reviewed, edited, and upscaled all generated assets manually to ensure they do not infringe on any existing intellectual property or copyrights. No content is generated in real-time during gameplay.
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI.
AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime.
We use generative AI tools to assist in the creation of 2D pixel art assets and marketing materials. All AI-generated content is refined and integrated by the developer to ensure a high-quality, cohesive aesthetic that fits the game's unique medieval-tech world.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
The visual assets in this game, including character sprites, UI elements, and environmental items, were created with the assistance of Generative AI tools. All AI-generated content has been manually curated, edited, and modified by the developer—including manual rigging and frame-by-frame animation—to ensure a cohesive art style and high-quality gameplay experience.
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer.
AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.