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 illustrations used in the game's introductory sequence were created with the assistance of generative AI. All such assets were reviewed, refined where necessary, and integrated by the developer before being included in the game.
Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups.
Evo Ascension includes limited AI‑generated content. Some audio and select graphical elements were created using AI tools, with most visuals further refined and hand‑edited in Aseprite. All gameplay systems, pixel art characters, animations, and core design remain handcrafted by the developer.
Generative AI was used to help create promotional capsule artwork and music/audio material for the game. The gameplay, level design, mechanics, and final implementation were created and reviewed by the developer.
All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime.
The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life.
Generative AI tools were used during development to assist in creating and refining certain pre-generated 2D visual assets, including character artwork, environments, user interface elements, promotional materials, and store page graphics. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external AI services.
Certain visual elements and marketing assets for the game were produced with support from generative AI tools. Every AI-assisted asset was carefully selected, edited, and adjusted by the developer to match the game’s intended art style and overall quality.
Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
Paste this for the "how" description:
All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release.
Some visual assets in its store and marketing materials were created with the help of generative AI image tools, and were then edited, refined, and integrated by hand.
Some store and marketing artwork (capsule/header images) was created with AI image
tools and then reviewed and edited by the developer. Some in-game commander avatars
were also AI-assisted. The game does not generate any AI content live during play.
AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed.
World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both.
During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files:
Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio.
3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D).
Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated.
Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result.
We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible.
For complete transparency with our players, here is our stance on how this game is built:
1. Human Craftsmanship First
Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution.
2. Bridging the Resource Gap
Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you.
3. Moving Forward, Never Backward
Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward.
The Bottom Line
We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team.
Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay.
The game is hanadcrafted by very talented individuals in our team. But as a small studio that is still learning and growing, we leveraged AI to aid us in production. We used AI to generate a few textures for the game. Having said that, we assure everyone that the final game is a result of the hardwork and dedication of a very talented and passionate team.
This game uses generative AI to create its 2D artwork, including character and avatar portraits, monster and pet illustrations, item and equipment icons, location banners, and store/marketing assets.
All AI-generated art was created during development, then hand-reviewed, curated, and edited by the developer before being included in the game.
No AI content is generated live at runtime — everything players see ships as fixed, pre-made assets. The game's design, writing, code, and balancing are human-made.
The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay.
This game uses generative AI in the following ways:
- Some of the in-game and store page artwork was created using AI image generation tools.
- Some localization (translations) was assisted by AI tools.
All AI-generated content is reviewed and edited by the developer before release.
Background music uses royalty-free tracks and is not AI-generated.
Parts of the game's code were written with the assistance of AI coding tools.
Sound design and Localization (localization can hopefully be community sourced with proper credit given in-game for users that assist with translations)
Some artwork used in this game was created with the assistance of generative AI. All AI-assisted graphics were further edited, refined, and finalized by the developer before being included in the final game.
Some illustrations used in the game's introductory sequence were created with the assistance of generative AI. All such assets were reviewed, refined where necessary, and integrated by the developer before being included in the game.
Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups.
Evo Ascension includes limited AI‑generated content. Some audio and select graphical elements were created using AI tools, with most visuals further refined and hand‑edited in Aseprite. All gameplay systems, pixel art characters, animations, and core design remain handcrafted by the developer.
Generative AI was used to help create promotional capsule artwork and music/audio material for the game. The gameplay, level design, mechanics, and final implementation were created and reviewed by the developer.
All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime.
The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life.
Generative AI tools were used during development to assist in creating and refining certain pre-generated 2D visual assets, including character artwork, environments, user interface elements, promotional materials, and store page graphics. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external AI services.
Certain visual elements and marketing assets for the game were produced with support from generative AI tools. Every AI-assisted asset was carefully selected, edited, and adjusted by the developer to match the game’s intended art style and overall quality.
Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
Paste this for the "how" description:
All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release.
Some visual assets in its store and marketing materials were created with the help of generative AI image tools, and were then edited, refined, and integrated by hand.
Some store and marketing artwork (capsule/header images) was created with AI image
tools and then reviewed and edited by the developer. Some in-game commander avatars
were also AI-assisted. The game does not generate any AI content live during play.
AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed.
World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both.
During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files:
Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio.
3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D).
Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated.
Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result.
We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible.
For complete transparency with our players, here is our stance on how this game is built:
1. Human Craftsmanship First
Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution.
2. Bridging the Resource Gap
Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you.
3. Moving Forward, Never Backward
Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward.
The Bottom Line
We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team.
Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay.
The game is hanadcrafted by very talented individuals in our team. But as a small studio that is still learning and growing, we leveraged AI to aid us in production. We used AI to generate a few textures for the game. Having said that, we assure everyone that the final game is a result of the hardwork and dedication of a very talented and passionate team.
This game uses generative AI to create its 2D artwork, including character and avatar portraits, monster and pet illustrations, item and equipment icons, location banners, and store/marketing assets.
All AI-generated art was created during development, then hand-reviewed, curated, and edited by the developer before being included in the game.
No AI content is generated live at runtime — everything players see ships as fixed, pre-made assets. The game's design, writing, code, and balancing are human-made.
The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay.
This game uses generative AI in the following ways:
- Some of the in-game and store page artwork was created using AI image generation tools.
- Some localization (translations) was assisted by AI tools.
All AI-generated content is reviewed and edited by the developer before release.
Background music uses royalty-free tracks and is not AI-generated.
Parts of the game's code were written with the assistance of AI coding tools.
Sound design and Localization (localization can hopefully be community sourced with proper credit given in-game for users that assist with translations)
Some artwork used in this game was created with the assistance of generative AI. All AI-assisted graphics were further edited, refined, and finalized by the developer before being included in the final game.