Public Steam disclosure research25,383 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.
we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
This game does not use generative AI in real time. Generative models were used only during early development to create draft materials (such as texture sketches, concept art, or music prototypes), which were then manually refined. All final assets are original and fully adapted for the game.
Players can optionally use AI-assisted world generation when creating new game worlds. Through a structured wizard
interface, players configure:
- World name and theme (e.g., "Classic Fantasy")
- Geographic bounds
- Optional location suggestions
The AI then generates points of interest (shrines, inns, guild halls, ruins), NPC characters with names and
personalities, dialogue (greetings, backstories, quest hooks), and story assignments.
Players do not have direct chat access to the AI. All generation flows through fixed game parameters and moderated
output. The feature is optional - players can also create worlds manually.
Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both.
Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper.
Dialogue is human-written, scripted in advance.
Music and sound are human-created.
Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play).
Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic.
No AI-generated content is used to deceive players or misrepresent the game.
The cover and library assets for this title include elements generated or enhanced with AI-assisted technology.
And also, Character meshes and a few item meshes were generated using AI-assisted tools.
Astral Wake incorporates AI tools, including large language models and image generation models, in both development and gameplay—for example, for dynamic storytelling and NPCs that learn over time.
All in-game content, interactions, and outcomes are fully created and controlled by the development team, with no AI influencing gameplay. Some development assets, such as concept art, icons, or marketing materials, were generated using AI tools.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
In development, we used AI as a support tool for generating ideas and quick concept art in the early stages. The final game is based on ready-made assets and manual tweaking, so AI was used solely as an assistant in the creative process.
In Police Chief we use AI tools to support development in creative ways, never for coding or game logic. AI helps us generate things like:
- logos and design ideas
- Randomized names, reports, and text responses
- Suggestions and advice to improve features
All core gameplay, systems, and programming are made by the development team.
AI is only used to improve content of like callouts, reaction from NPC's etc.
We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements.
This game does not use AI-powered systems. The snake’s movement and parkour elements are fully driven by physics-based algorithms. No player data or behavior is processed or learned by any artificial intelligence.
This game uses AI-generated assets only in pre-rendered, non-interactive content.
Specifically, some character textures and 2D HUD elements were generated using AI tools, and certain background music tracks may include AI-assisted production via Pixabay resources.
No AI is used to generate gameplay content, logic, or code during live gameplay.
All interactive elements, level design, gameplay systems, animations, and story content were created manually by the developer.
Some concept art and UI elements of the game have been created with AI help. AI was NOT used to create the Steam store page or marketing material. The game does NOT use AI generated code.
Experience the power of AI: create clothing, 3D models, and custom scenes with ease, interact with your personal AI companion through natural conversations, and build your own AI avatar to explore the world together.
During the development of this game, generative AI technologies were utuilized to assist in the creation of some 3D models and visiual design assets. We view AI as a tool for inspiration and efficiency in this journey, not as the final creator.
AI usage (development & marketing only).
Paws & Circuits: Reboot Earth does not generate content live in-game and does not accept user prompts or inputs. During development, generative AI was used as a supportive tool (e.g., for concept iteration, text drafts, a few placeholder voice lines, and select marketing assets and occasional placeholder textures). All outputs were manually reviewed, edited, and curated. The shipped content is static, non-interactive, and contains no live AI and no user-generated content.
If any assets are flagged via Steam’s reporting tools, they will be removed or replaced promptly. Over time, placeholders will be gradually replaced with hand-crafted assets.
Content notice: Themes of environmental pollution/cleanup and survival (possible death by cold/starvation). No combat, no graphic violence.
AI was used to generate custom icons and sprites, such as inventory items, map markers, and logos. We also used AI for NPC voice acting and spell checking in subtitles.
This game does not generate real-time AI content during gameplay. However, AI tools were used during development to assist with marketing materials, promotional texts, and concept planning. All in-game content, assets, and interactions are manually created and controlled by the developers.
we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
This game does not use generative AI in real time. Generative models were used only during early development to create draft materials (such as texture sketches, concept art, or music prototypes), which were then manually refined. All final assets are original and fully adapted for the game.
Players can optionally use AI-assisted world generation when creating new game worlds. Through a structured wizard
interface, players configure:
- World name and theme (e.g., "Classic Fantasy")
- Geographic bounds
- Optional location suggestions
The AI then generates points of interest (shrines, inns, guild halls, ruins), NPC characters with names and
personalities, dialogue (greetings, backstories, quest hooks), and story assignments.
Players do not have direct chat access to the AI. All generation flows through fixed game parameters and moderated
output. The feature is optional - players can also create worlds manually.
Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both.
Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper.
Dialogue is human-written, scripted in advance.
Music and sound are human-created.
Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play).
Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic.
No AI-generated content is used to deceive players or misrepresent the game.
The cover and library assets for this title include elements generated or enhanced with AI-assisted technology.
And also, Character meshes and a few item meshes were generated using AI-assisted tools.
Astral Wake incorporates AI tools, including large language models and image generation models, in both development and gameplay—for example, for dynamic storytelling and NPCs that learn over time.
All in-game content, interactions, and outcomes are fully created and controlled by the development team, with no AI influencing gameplay. Some development assets, such as concept art, icons, or marketing materials, were generated using AI tools.
Some promo art elements (promo character) and logo for the game were created using AI tools. Also parts of trailer and in-game soundtrack was created using AI-based tools.
In development, we used AI as a support tool for generating ideas and quick concept art in the early stages. The final game is based on ready-made assets and manual tweaking, so AI was used solely as an assistant in the creative process.
In Police Chief we use AI tools to support development in creative ways, never for coding or game logic. AI helps us generate things like:
- logos and design ideas
- Randomized names, reports, and text responses
- Suggestions and advice to improve features
All core gameplay, systems, and programming are made by the development team.
AI is only used to improve content of like callouts, reaction from NPC's etc.
We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements.
This game does not use AI-powered systems. The snake’s movement and parkour elements are fully driven by physics-based algorithms. No player data or behavior is processed or learned by any artificial intelligence.
This game uses AI-generated assets only in pre-rendered, non-interactive content.
Specifically, some character textures and 2D HUD elements were generated using AI tools, and certain background music tracks may include AI-assisted production via Pixabay resources.
No AI is used to generate gameplay content, logic, or code during live gameplay.
All interactive elements, level design, gameplay systems, animations, and story content were created manually by the developer.
Some concept art and UI elements of the game have been created with AI help. AI was NOT used to create the Steam store page or marketing material. The game does NOT use AI generated code.
Experience the power of AI: create clothing, 3D models, and custom scenes with ease, interact with your personal AI companion through natural conversations, and build your own AI avatar to explore the world together.
During the development of this game, generative AI technologies were utuilized to assist in the creation of some 3D models and visiual design assets. We view AI as a tool for inspiration and efficiency in this journey, not as the final creator.
AI usage (development & marketing only).
Paws & Circuits: Reboot Earth does not generate content live in-game and does not accept user prompts or inputs. During development, generative AI was used as a supportive tool (e.g., for concept iteration, text drafts, a few placeholder voice lines, and select marketing assets and occasional placeholder textures). All outputs were manually reviewed, edited, and curated. The shipped content is static, non-interactive, and contains no live AI and no user-generated content.
If any assets are flagged via Steam’s reporting tools, they will be removed or replaced promptly. Over time, placeholders will be gradually replaced with hand-crafted assets.
Content notice: Themes of environmental pollution/cleanup and survival (possible death by cold/starvation). No combat, no graphic violence.
AI was used to generate custom icons and sprites, such as inventory items, map markers, and logos. We also used AI for NPC voice acting and spell checking in subtitles.
This game does not generate real-time AI content during gameplay. However, AI tools were used during development to assist with marketing materials, promotional texts, and concept planning. All in-game content, assets, and interactions are manually created and controlled by the developers.