Public Steam disclosure research26,451 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.
My Octopus Friend was initially created without the use of AI using hundreds of hand made 2D pixel art assets, AI was then used to help bring the game from top down 2D proof of concept into the isometric 3D view you can see in the game today.
This game was developed with the assistance of generative AI tools for certain visual assets, sound effects, music, and localization content. All related materials were selected, edited, adjusted, and integrated by the developer before being included in the game or its associated store assets. The game's core gameplay, system design, and balance were independently determined, implemented, and repeatedly refined by the developer. The game does not include any real-time generative AI features, and no new AI-generated content is created during gameplay.
Some music and sound effects were generated using AI tools during development and are bundled with the game. Store description text was drafted with AI assistance. No content is generated during gameplay.
Character and environment art (including 3D models), UI art and the background music were generated with AI tools; the store artwork and the translated store text were also made with AI assistance. Creative direction, art direction and final selection are decided by the team, and every asset is hand-picked and adjusted. Animal voices are recorded by a human voice actor.
Generative AI was used during development to assist with artwork, audio, narrative text and localization, including store and marketing artwork. The resulting content is reviewed and edited before inclusion. The game does not generate AI content during play and does not connect to external AI services.
We used generative AI tools during development to assist with translating the game's text, creating some dialogue, and composing visual materials by combining existing photos and images with text.
Some pixel art assets in My Monster (including pet sprites and related visuals) were created or assisted with generative AI art tools, then selected and edited by hand for the final game. Gameplay systems, progression, and mini-games are hand-authored. The game does not use live AI to generate dialogue or content while you play.
Generative AI tools were used to create select artwork, background music, and sound effects for this game. All generated assets have been checked and formatted to ensure high quality and a seamless experience for players.
Generative AI tools were used during development to assist in the production of pre-generated visual and audio content. All content was reviewed and integrated by the developer before inclusion in the game. No generative AI is used during gameplay.
This game uses generative AI to assist in the creation of some pre-generated visual assets, including background and object images. All AI-assisted content is created before release and is reviewed and edited by the developer. The game does not generate AI content during gameplay.
ShotMachine uses generative AI for pre-made content that ships with the game:
- Sound effects, music and character voices were generated with ElevenLabs.
- Many 3D enemy and prop models were generated with Meshy, then rigged, textured and assembled for the game.
- Some textures, map icons and background panoramas were created with an AI image generator.
- Parts of the dialogue and in-game text were written with the help of an AI assistant.
All of this content was made during development. The game does not generate AI content while you play and does not connect to any AI service.
Some player body meshes were produced with a 3D generation tool and then retargeted, rigged, and edited by hand. Selected store or marketing images may use AI-assisted generation or cleanup. Match rules, animation direction, audio direction, and written design are human-authored. No images, audio, text, or code are generated by AI while you play.
Generative AI was used during development: an AI coding assistant helped write parts of the game's code, and image-generation models were used to help create some of the game's art assets. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI while you play.
All cover artwork for this game, including the start menu artwork, was created using generative AI. Generative AI was also used to create the faces of the in-game character models.
2D Asset Generation
- OmniGen (VectorSpaceLab)
- Gemini (Google)
Used to assist in creating visual assets and illustrations for the game.
3D Mesh Generation
- Trellis (Microsoft)
- Meshy.ai
Used to generate 3D models and meshes for use in the game.
Writing Assistance
- Claude (Anthropic)
- ChatGPT (OpenAI)
- Gemini (Google)
Used to assist with writing, editing, and refining text during development.
Voice and Speech Generation
- Qwen2.5-TTS (Alibaba)
Used to generate synthetic speech for in-game audio content.
Ashfall utilizes AI tools strictly for pre-produced asset generation during development—specifically for select animations, a few menu graphics, and promotional images featured on the Steam store page. No live generative AI is used during gameplay.
AwarePilot uses generative AI to analyze the user's current Windows screen and provide real-time contextual guidance, answers, explanations, and code assistance. AI responses are generated dynamically based on the user's request and the screen content submitted by the application.
AI tools assisted with portions of the artwork, prerecorded music, dialogue writing, localization and promotional materials. During play, a bundled local language model generates short Chinese conversations between fictional adults. Players choose authored cards rather than entering free-form prompts. Money requests come from an authored pool; game rules determine payment outcomes. Live AI dialogue runs locally in the default packaged game.
Generative AI tools were used during development to assist with music, selected text and translations. Their use covers part of the game’s content, not the entire game. No content is generated by AI during gameplay.
The English and Simplified Chinese store descriptions, and the in-game tutorial, were drafted with a generative language model and then edited. The game does not include AI-generated art or audio, and it does not generate content while you play.
AI tools were used to translate the game's text into languages other than English and Turkish, and to help draft the store page text. We will keep improving the translations based on player feedback.
Generative AI tools were used throughout development, including in the creation of 3D models, artwork, sound assets, written content, localization, and store page and promotional materials.
AI tools were used to prepare some illustrations, promotional animations, text and translations, as well as prerecorded music for the game and promotional videos and the tutorial’s prerecorded voice. During play, the game does not generate content with AI or use external AI services.
Some visual assets, including character portraits, icons, and promotional artwork, were created or refined with the assistance of generative AI tools. All AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used during gameplay.
Program code, 3D models, the handbook and documentation of this game were created together with an AI; what gets built and what is technically correct was decided and checked by the developer. During play an AI can build devices – but only an AI that you connect yourself: the game offers an interface for this (switched off by default, reachable only on your own computer) through which your AI creates devices as data (signal list, mounting points, schematic symbol). No external program code is loaded or executed. The game itself does not connect to any AI service; your AI is not included in the price and runs on your own account with the AI provider.
Generative AI was used to assist in creating pre-rendered visual assets for Plush Inc. These assets were reviewed and integrated by the developer. No AI content is generated during gameplay
Generative AI was used to help write the game’s chat. Thousands of interlocking messages, arguments and running jokes from the members of each server. Every line was directed and edited by the developer, so each community has its own voice and every message plays fair with the rules you moderate by. All text was written ahead of time; no AI runs while you play.
The user interface texts, the store description, and its translations were written with the help of an AI language model. The translations were checked by translating them back with an AI language model. No image generator was used. The logo, icons, and capsule artwork were written as vector graphics code with the help of an AI language model.
本作在开发阶段与游玩过程中均使用生成式人工智能。
开发阶段:游戏自带的位面(世界观、区域、敌人、角色、任务)以及部分美术素材,由生成式 AI 辅助创作,再经人工筛选与调整。
游玩阶段:剧情、事件、角色对话、角色形象,以及玩家自行创造的位面与物品,均由生成式 AI 根据玩家的操作实时生成。剧情推进不是预先写好的固定文本,每次游玩产生的内容都不相同。
实时生成功能需要玩家在游戏内配置自己的 AI 服务商 API 密钥。
Generative AI was used during development in the creation of in-game text and translations, code, and 3D visuals. The developer has reviewed all content and edited it where appropriate. The game does not generate AI content during play.
We utilized Meshy.AI under a commercial Pro license to assist in creating 3D environmental models, prop assets, and textures included in the final game build.
All generated assets were manually reviewed, refined, and optimized for proper game topology and integration by our development team.
During the development of Yes, Your Majesty!, we have used AI technology to assist our development team in creating the game.
In this project, AI serves as a creative support tool. It helps us improve production efficiency, expand the presentation of our content, and realize the game’s overall visual direction. AI-assisted content is not used directly without further processing; it is reviewed, adjusted, and integrated by the development team. All final design decisions, artistic treatment, and in-game presentation remain under the responsibility of the development team.
AI technology is developing rapidly, but it remains a tool and cannot replace the aesthetic judgment, experience, and creative expression of human creators. We will therefore continue to review and improve the related content, doing our best to ensure that it remains consistent with the game’s overall style, quality, and experience. At the same time, we acknowledge that AI has significantly improved our production efficiency and helped us address certain limitations in our production capabilities, allowing the team to devote more time to refining the game’s mechanics, content, and overall experience.
Thank you for taking the time to read this statement, and for your interest in and support of Yes, Your Majesty!. We will continue to improve the game and strive to provide players with a more complete and enjoyable experience.
Generative AI was used in the development of this game as follows.
- 3D models: the characters and the giant hand start from sketches drawn by the developer, which were cleaned up with AI image generation and then turned into 3D models with an image-to-3D AI tool. The cosmetic items (hats and so on) were generated with AI image generation from the sketch stage, then turned into 3D models the same way. Rigging, facial expressions and animation were done by hand by the developer.
- Textures and art: AI image generation was used for background textures such as the sky and sea surface, and for parts of the title screen and store artwork.
- Code: AI coding assistants were used while programming.
Nothing is generated by AI while the game is running. The rules, stages and presentation were designed by the developer.
Some of AUROK's content was made with the help of generative AI tools and then edited and integrated into the game by the developer: some 3D models of characters, creatures and armor (Meshy), some voice lines and sound effects (ElevenLabs), and some skill icons and effect textures (FLUX). No content is generated with AI while you play. The screenshots and trailer on this page are captured from the actual game.
Generative AI was used during development to create some 2D artwork, including character, background, UI and visual effect assets, and store artwork, and to assist with English translation. The assets and text are reviewed and adjusted during development before being integrated into the game. The game does not generate AI content during gameplay or connect to external AI services.
My Octopus Friend was initially created without the use of AI using hundreds of hand made 2D pixel art assets, AI was then used to help bring the game from top down 2D proof of concept into the isometric 3D view you can see in the game today.
This game was developed with the assistance of generative AI tools for certain visual assets, sound effects, music, and localization content. All related materials were selected, edited, adjusted, and integrated by the developer before being included in the game or its associated store assets. The game's core gameplay, system design, and balance were independently determined, implemented, and repeatedly refined by the developer. The game does not include any real-time generative AI features, and no new AI-generated content is created during gameplay.
Some music and sound effects were generated using AI tools during development and are bundled with the game. Store description text was drafted with AI assistance. No content is generated during gameplay.
Character and environment art (including 3D models), UI art and the background music were generated with AI tools; the store artwork and the translated store text were also made with AI assistance. Creative direction, art direction and final selection are decided by the team, and every asset is hand-picked and adjusted. Animal voices are recorded by a human voice actor.
Generative AI was used during development to assist with artwork, audio, narrative text and localization, including store and marketing artwork. The resulting content is reviewed and edited before inclusion. The game does not generate AI content during play and does not connect to external AI services.
We used generative AI tools during development to assist with translating the game's text, creating some dialogue, and composing visual materials by combining existing photos and images with text.
Some pixel art assets in My Monster (including pet sprites and related visuals) were created or assisted with generative AI art tools, then selected and edited by hand for the final game. Gameplay systems, progression, and mini-games are hand-authored. The game does not use live AI to generate dialogue or content while you play.
Generative AI tools were used to create select artwork, background music, and sound effects for this game. All generated assets have been checked and formatted to ensure high quality and a seamless experience for players.
Generative AI tools were used during development to assist in the production of pre-generated visual and audio content. All content was reviewed and integrated by the developer before inclusion in the game. No generative AI is used during gameplay.
This game uses generative AI to assist in the creation of some pre-generated visual assets, including background and object images. All AI-assisted content is created before release and is reviewed and edited by the developer. The game does not generate AI content during gameplay.
ShotMachine uses generative AI for pre-made content that ships with the game:
- Sound effects, music and character voices were generated with ElevenLabs.
- Many 3D enemy and prop models were generated with Meshy, then rigged, textured and assembled for the game.
- Some textures, map icons and background panoramas were created with an AI image generator.
- Parts of the dialogue and in-game text were written with the help of an AI assistant.
All of this content was made during development. The game does not generate AI content while you play and does not connect to any AI service.
Some player body meshes were produced with a 3D generation tool and then retargeted, rigged, and edited by hand. Selected store or marketing images may use AI-assisted generation or cleanup. Match rules, animation direction, audio direction, and written design are human-authored. No images, audio, text, or code are generated by AI while you play.
Generative AI was used during development: an AI coding assistant helped write parts of the game's code, and image-generation models were used to help create some of the game's art assets. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI while you play.
All cover artwork for this game, including the start menu artwork, was created using generative AI. Generative AI was also used to create the faces of the in-game character models.
2D Asset Generation
- OmniGen (VectorSpaceLab)
- Gemini (Google)
Used to assist in creating visual assets and illustrations for the game.
3D Mesh Generation
- Trellis (Microsoft)
- Meshy.ai
Used to generate 3D models and meshes for use in the game.
Writing Assistance
- Claude (Anthropic)
- ChatGPT (OpenAI)
- Gemini (Google)
Used to assist with writing, editing, and refining text during development.
Voice and Speech Generation
- Qwen2.5-TTS (Alibaba)
Used to generate synthetic speech for in-game audio content.
Ashfall utilizes AI tools strictly for pre-produced asset generation during development—specifically for select animations, a few menu graphics, and promotional images featured on the Steam store page. No live generative AI is used during gameplay.
AwarePilot uses generative AI to analyze the user's current Windows screen and provide real-time contextual guidance, answers, explanations, and code assistance. AI responses are generated dynamically based on the user's request and the screen content submitted by the application.
AI tools assisted with portions of the artwork, prerecorded music, dialogue writing, localization and promotional materials. During play, a bundled local language model generates short Chinese conversations between fictional adults. Players choose authored cards rather than entering free-form prompts. Money requests come from an authored pool; game rules determine payment outcomes. Live AI dialogue runs locally in the default packaged game.
Generative AI tools were used during development to assist with music, selected text and translations. Their use covers part of the game’s content, not the entire game. No content is generated by AI during gameplay.
The English and Simplified Chinese store descriptions, and the in-game tutorial, were drafted with a generative language model and then edited. The game does not include AI-generated art or audio, and it does not generate content while you play.
AI tools were used to translate the game's text into languages other than English and Turkish, and to help draft the store page text. We will keep improving the translations based on player feedback.
Generative AI tools were used throughout development, including in the creation of 3D models, artwork, sound assets, written content, localization, and store page and promotional materials.
AI tools were used to prepare some illustrations, promotional animations, text and translations, as well as prerecorded music for the game and promotional videos and the tutorial’s prerecorded voice. During play, the game does not generate content with AI or use external AI services.
Some visual assets, including character portraits, icons, and promotional artwork, were created or refined with the assistance of generative AI tools. All AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used during gameplay.
Program code, 3D models, the handbook and documentation of this game were created together with an AI; what gets built and what is technically correct was decided and checked by the developer. During play an AI can build devices – but only an AI that you connect yourself: the game offers an interface for this (switched off by default, reachable only on your own computer) through which your AI creates devices as data (signal list, mounting points, schematic symbol). No external program code is loaded or executed. The game itself does not connect to any AI service; your AI is not included in the price and runs on your own account with the AI provider.
Generative AI was used to assist in creating pre-rendered visual assets for Plush Inc. These assets were reviewed and integrated by the developer. No AI content is generated during gameplay
Generative AI was used to help write the game’s chat. Thousands of interlocking messages, arguments and running jokes from the members of each server. Every line was directed and edited by the developer, so each community has its own voice and every message plays fair with the rules you moderate by. All text was written ahead of time; no AI runs while you play.
The user interface texts, the store description, and its translations were written with the help of an AI language model. The translations were checked by translating them back with an AI language model. No image generator was used. The logo, icons, and capsule artwork were written as vector graphics code with the help of an AI language model.
本作在开发阶段与游玩过程中均使用生成式人工智能。
开发阶段:游戏自带的位面(世界观、区域、敌人、角色、任务)以及部分美术素材,由生成式 AI 辅助创作,再经人工筛选与调整。
游玩阶段:剧情、事件、角色对话、角色形象,以及玩家自行创造的位面与物品,均由生成式 AI 根据玩家的操作实时生成。剧情推进不是预先写好的固定文本,每次游玩产生的内容都不相同。
实时生成功能需要玩家在游戏内配置自己的 AI 服务商 API 密钥。
Generative AI was used during development in the creation of in-game text and translations, code, and 3D visuals. The developer has reviewed all content and edited it where appropriate. The game does not generate AI content during play.
We utilized Meshy.AI under a commercial Pro license to assist in creating 3D environmental models, prop assets, and textures included in the final game build.
All generated assets were manually reviewed, refined, and optimized for proper game topology and integration by our development team.
During the development of Yes, Your Majesty!, we have used AI technology to assist our development team in creating the game.
In this project, AI serves as a creative support tool. It helps us improve production efficiency, expand the presentation of our content, and realize the game’s overall visual direction. AI-assisted content is not used directly without further processing; it is reviewed, adjusted, and integrated by the development team. All final design decisions, artistic treatment, and in-game presentation remain under the responsibility of the development team.
AI technology is developing rapidly, but it remains a tool and cannot replace the aesthetic judgment, experience, and creative expression of human creators. We will therefore continue to review and improve the related content, doing our best to ensure that it remains consistent with the game’s overall style, quality, and experience. At the same time, we acknowledge that AI has significantly improved our production efficiency and helped us address certain limitations in our production capabilities, allowing the team to devote more time to refining the game’s mechanics, content, and overall experience.
Thank you for taking the time to read this statement, and for your interest in and support of Yes, Your Majesty!. We will continue to improve the game and strive to provide players with a more complete and enjoyable experience.
Generative AI was used in the development of this game as follows.
- 3D models: the characters and the giant hand start from sketches drawn by the developer, which were cleaned up with AI image generation and then turned into 3D models with an image-to-3D AI tool. The cosmetic items (hats and so on) were generated with AI image generation from the sketch stage, then turned into 3D models the same way. Rigging, facial expressions and animation were done by hand by the developer.
- Textures and art: AI image generation was used for background textures such as the sky and sea surface, and for parts of the title screen and store artwork.
- Code: AI coding assistants were used while programming.
Nothing is generated by AI while the game is running. The rules, stages and presentation were designed by the developer.
Some of AUROK's content was made with the help of generative AI tools and then edited and integrated into the game by the developer: some 3D models of characters, creatures and armor (Meshy), some voice lines and sound effects (ElevenLabs), and some skill icons and effect textures (FLUX). No content is generated with AI while you play. The screenshots and trailer on this page are captured from the actual game.
Generative AI was used during development to create some 2D artwork, including character, background, UI and visual effect assets, and store artwork, and to assist with English translation. The assets and text are reviewed and adjusted during development before being integrated into the game. The game does not generate AI content during gameplay or connect to external AI services.