Public Steam disclosure research25,394 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.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service.
AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation.
Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
We are utilising ElevenLabs’ text-to-speech tool, to generate some voice-over elements within Train Sim World 7. This is utilised in features such as training modules, as well as platform and onboard train announcements. All scripts and content are written by Dovetail Games staff, with ElevenLabs used to generate the audio in these instances.
Music and lyrics written by Richard Robledo. Music composed by hand in LMMS digital audio workstation, and orchestrated into larger pieces with Suno AI. Pixel art depictions of authors generated by Nano Banana 2.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI.
Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service.
Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction.
Game Arena X uses AI-generated content only to a very limited extent. A small number of UI elements were initially created with the assistance of AI, after which they were extensively refined, adjusted, and customized by our in-house design team.
All other aspects of Game Arena X — including the platform’s concept, visual design, competitive systems, gameplay features, user experience, and overall development — are entirely original and created by our team.
Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay.
The six staff portrait images currently in the game are AI-generated placeholders. They are being replaced with commissioned, hand-painted portraits by a human artist before release. Everything else — the key art, the store art, every case, every line of dialogue, the music, and the simulation itself — is human-made. The game runs no AI at play time.
AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
AI was used on a limited basis to assist with the refinement of certain visual designs. All VHS artwork and other licensed imagery is based on artwork created by human artists, and we hold the appropriate licenses for all third-party images used.
Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service.
AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation.
Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
We are utilising ElevenLabs’ text-to-speech tool, to generate some voice-over elements within Train Sim World 7. This is utilised in features such as training modules, as well as platform and onboard train announcements. All scripts and content are written by Dovetail Games staff, with ElevenLabs used to generate the audio in these instances.
Music and lyrics written by Richard Robledo. Music composed by hand in LMMS digital audio workstation, and orchestrated into larger pieces with Suno AI. Pixel art depictions of authors generated by Nano Banana 2.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI.
Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service.
Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction.
Game Arena X uses AI-generated content only to a very limited extent. A small number of UI elements were initially created with the assistance of AI, after which they were extensively refined, adjusted, and customized by our in-house design team.
All other aspects of Game Arena X — including the platform’s concept, visual design, competitive systems, gameplay features, user experience, and overall development — are entirely original and created by our team.
Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay.
The six staff portrait images currently in the game are AI-generated placeholders. They are being replaced with commissioned, hand-painted portraits by a human artist before release. Everything else — the key art, the store art, every case, every line of dialogue, the music, and the simulation itself — is human-made. The game runs no AI at play time.
AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
AI was used on a limited basis to assist with the refinement of certain visual designs. All VHS artwork and other licensed imagery is based on artwork created by human artists, and we hold the appropriate licenses for all third-party images used.
Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime.