Public Steam disclosure research25,394 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 was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay.
Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay.
This game utilizes generative AI tools to assist in the creation of pre-rendered 2D visual assets, including character illustrations and in-game icons.
Generative AI tools were used during the development process to assist in 2D artwork (such as UI elements, icons, and promotional images). All AI-generated assets are pre-rendered and have been manually reviewed and modified by the developer before being integrated into the final game.
Some visual assets and promotional images for the store page were created with the assistance of generative AI tools. AI-generated content is used for marketing purposes only and is not part of the gameplay experience.
Some game and store page text or visual assets were created or refined with generative AI during development. This content is pre-generated and included in the shipped game or store materials. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness.
The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing.
This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players.
Generative AI tools were used during the development of Final Life Simulator to create various static graphic assets. This includes promotional store images, marketing artwork, and certain UI icons and visual elements. All AI-generated content has been reviewed and curated by the developer to ensure it aligns with the game's artistic direction and quality standards. No live-generated AI content is used during gameplay.
This game was developed with AI assistance. Some visual assets, icons, promotional artwork, in-game text content, and portions of the source code were generated or refined using AI tools. Core game design, mechanics balancing, and final creative direction were handled by a human developer.
Generative AI was used in a limited and supportive way during development. AI tools were utilized to help draft and refine parts of the store page description, and to assist in editing or enhancing some visual assets for presentation and marketing purposes.
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically:
- Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer.
- In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years).
- Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant.
Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored.
ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Generative AI was used as a supplemental tool during development to streamline workflows and refining technical documentation. All player-facing content has been manually reviewed and polished.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
AI tools were used to assist with certain visual marketing assets, localized text translations, and music production. All generated content was reviewed, edited, and integrated by the developer before inclusion in the game and store materials.
Some visual assets were generated with AI tools as a starting
point, then hand-edited, pixel-refined, and composited by the
developer. All creative direction, design, and final polish
is human-made.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D artwork and static visual assets included in the game, Steam store page, and marketing materials. AI tools were also used as development assistance for portions of the code. All resulting content was completed and integrated before release. The game does not use generative AI during gameplay, does not connect to external generative AI services, and does not generate text, images, audio, or other content at runtime.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance
The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay.
AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play.
EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal.
LIVE-GENERATED CONTENT
When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including:
- Legislative feasibility analysis
- Budget impact and financial coverage
- Macroeconomic effects (GDP, debt, inflation)
- Social and political consensus projections
- Parliamentary vote simulation
Model used: Anthropic Claude, accessed via API.
Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model.
Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes.
PRE-GENERATED CONTENT
The game's background music track was generated using AI tools during development and ships with the game.
AI disclosure: AI assistants were used during development to help write and refine the game's source code and to edit narrative text (board memos, news headlines, event copy). All AI-assisted output was reviewed, edited, and approved by a human before shipping.
This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay.
Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay.
This game utilizes generative AI tools to assist in the creation of pre-rendered 2D visual assets, including character illustrations and in-game icons.
Generative AI tools were used during the development process to assist in 2D artwork (such as UI elements, icons, and promotional images). All AI-generated assets are pre-rendered and have been manually reviewed and modified by the developer before being integrated into the final game.
Some visual assets and promotional images for the store page were created with the assistance of generative AI tools. AI-generated content is used for marketing purposes only and is not part of the gameplay experience.
Some game and store page text or visual assets were created or refined with generative AI during development. This content is pre-generated and included in the shipped game or store materials. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness.
The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing.
This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players.
Generative AI tools were used during the development of Final Life Simulator to create various static graphic assets. This includes promotional store images, marketing artwork, and certain UI icons and visual elements. All AI-generated content has been reviewed and curated by the developer to ensure it aligns with the game's artistic direction and quality standards. No live-generated AI content is used during gameplay.
This game was developed with AI assistance. Some visual assets, icons, promotional artwork, in-game text content, and portions of the source code were generated or refined using AI tools. Core game design, mechanics balancing, and final creative direction were handled by a human developer.
Generative AI was used in a limited and supportive way during development. AI tools were utilized to help draft and refine parts of the store page description, and to assist in editing or enhancing some visual assets for presentation and marketing purposes.
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically:
- Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer.
- In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years).
- Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant.
Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored.
ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Generative AI was used as a supplemental tool during development to streamline workflows and refining technical documentation. All player-facing content has been manually reviewed and polished.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
AI tools were used to assist with certain visual marketing assets, localized text translations, and music production. All generated content was reviewed, edited, and integrated by the developer before inclusion in the game and store materials.
Some visual assets were generated with AI tools as a starting
point, then hand-edited, pixel-refined, and composited by the
developer. All creative direction, design, and final polish
is human-made.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D artwork and static visual assets included in the game, Steam store page, and marketing materials. AI tools were also used as development assistance for portions of the code. All resulting content was completed and integrated before release. The game does not use generative AI during gameplay, does not connect to external generative AI services, and does not generate text, images, audio, or other content at runtime.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance
The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay.
AI image generation tools were used to create some promotional artwork and store page images. The game does not connect to any AI services or generate AI content during play.
EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal.
LIVE-GENERATED CONTENT
When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including:
- Legislative feasibility analysis
- Budget impact and financial coverage
- Macroeconomic effects (GDP, debt, inflation)
- Social and political consensus projections
- Parliamentary vote simulation
Model used: Anthropic Claude, accessed via API.
Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model.
Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes.
PRE-GENERATED CONTENT
The game's background music track was generated using AI tools during development and ships with the game.
AI disclosure: AI assistants were used during development to help write and refine the game's source code and to edit narrative text (board memos, news headlines, event copy). All AI-assisted output was reviewed, edited, and approved by a human before shipping.