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.
Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play.
'm a solo developer making this game with a very limited budget. While I was able to hire artists for some of the game's assets, I simply couldn't afford to commission every piece of content needed to complete the project.
Because of that, I used generative AI as a supplementary tool for certain assets and to assist with English translation. Since English isn't my native language, AI also helped me ensure that dialogue, jokes, and other text conveyed the intended meaning naturally.
Whenever possible, I chose to work with human artists, and all AI-generated content was carefully reviewed, edited, and integrated by me. My goal was never to replace artists, but to make it possible to finish the game as an independent developer.
Some of the art assets in this game (such as sprites, icons, and background images) were created with the help of AI generation tools during development. All AI-generated content was reviewed, edited, and curated by the developer to ensure it is appropriate and fits the game. No AI-generated content is created during gameplay.
Generative AI Disclosure
During the development of SandSea Ark, we utilized generative AI tools (such as Claude) to assist with:
1. Code writing and debugging: AI-assisted generation and optimization of GDScript code to improve development efficiency.
2. Data configuration: Assistance in maintaining game data tables and configuration files.
3. Documentation: Some technical documents and changelogs were generated with AI assistance.
The following content was NOT generated using AI:
- Game art assets, UI design, and scene layouts
- Core game design, mechanics, and balance tuning
This game does not contain live-generated AI content — all in-game content is pre-designed and hand-crafted. The game does not dynamically generate text, images, or audio during gameplay.
Generative AI was used for some in-game visual assets and certain store artwork. All generated content was reviewed and curated by the development team.
Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions.
Some dynamic art assets are assisted in their creation by AI tools.
Some of Flekkia's assets were created with the help of generative AI tools
during development: part of the artwork (backgrounds, screens and event cards)
and the game's music. They were then selected, edited and integrated by hand.
The same assets appear on the store page and in the trailer.
No content is generated by AI while you play. Everything you see and hear is
fixed in the game and identical for every player: Flekkia does not connect to
any AI service and sends none of your data to one.
A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
Some pre-rendered assets in this game and on its store page, including artwork, music, and sound effects, were created with the assistance of generative AI tools. All AI-assisted content was directed, reviewed, and edited by the developer. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay.
Some art assets (sprites, icons, illustrations) and audio (sound effects, music, voices) were created using generative AI tools. All AI-generated content is pre-rendered and hand-integrated into the game — nothing is generated live during play. Each asset is reviewed and curated before inclusion, and we hold commercial-use rights for the tools involved.
AI was used strictly to block out a few initial base meshes, which I then manually reworked to fit the game's style & performance.
No AI runs at runtime.
Some of this game's code was written with the assistance of AI development tools. All art, music, audio, and text that ship in the game are human-created (from licensed asset packs) or procedurally rendered — no AI-generated art, audio, or text is included in the game.
Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay.
Some pre-generated artwork and sound assets used in the game and its marketing materials were created or edited with the assistance of generative AI tools. All such content was manually selected, reviewed, and edited as needed by the developer. The game does not generate AI content during gameplay.
Visual assets in Blackbriar Crypt were created with generative AI tools (Stable Diffusion via ComfyUI), including in-game 2D art such as item icons, character portraits, enemy sprites, and UI backgrounds, as well as store and library marketing images. Each asset was selected, edited, and approved by the developer before release.
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.
This game used generative AI as an assistive tool for translation and localization, and for producing some sound effects and music. All final text and audio were reviewed, edited, and approved by humans before inclusion.
AI generated art and other assets were referenced and partly used during development, but every effort is taken to make the game original. At UWS, we make every effort to support our art/design team and use AI very rarely to meet our production needs
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
Some content in this game was created with the assistance of generative AI tools, then curated, edited, and integrated by hand by the solo developer. This includes: character and enemy sprite animations (AI-generated video processed by hand into sprite animations), environment and background artwork, the story tapestry illustrations, title and store artwork, music, and some sound effects. All such content is pre-rendered and ships with the game — nothing is generated live at runtime. All content was reviewed by the developer to ensure it does not include illegal or infringing material.
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.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human.
During development we used generative AI tools to create some content that ships in the game:
- Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us.
- Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion.
- Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us.
All AI-generated content was reviewed by a human before shipping.
We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP.
Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer.
Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI.
All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer.
Generative AI was used for creating Store page assets and in game items. Generated content was then manually edited to remove any anomalies and match look and feel of overall game's theme.
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
The game uses Generative AI for the following in a Static manner nothing is dynamically generated I have used some of it for: Some Card Art, Some Event Art and finally Localization - Please try the free demo before purchase if you require a language other than English to see if its workable. Thank you!
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.
Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play.
'm a solo developer making this game with a very limited budget. While I was able to hire artists for some of the game's assets, I simply couldn't afford to commission every piece of content needed to complete the project.
Because of that, I used generative AI as a supplementary tool for certain assets and to assist with English translation. Since English isn't my native language, AI also helped me ensure that dialogue, jokes, and other text conveyed the intended meaning naturally.
Whenever possible, I chose to work with human artists, and all AI-generated content was carefully reviewed, edited, and integrated by me. My goal was never to replace artists, but to make it possible to finish the game as an independent developer.
Some of the art assets in this game (such as sprites, icons, and background images) were created with the help of AI generation tools during development. All AI-generated content was reviewed, edited, and curated by the developer to ensure it is appropriate and fits the game. No AI-generated content is created during gameplay.
Generative AI Disclosure
During the development of SandSea Ark, we utilized generative AI tools (such as Claude) to assist with:
1. Code writing and debugging: AI-assisted generation and optimization of GDScript code to improve development efficiency.
2. Data configuration: Assistance in maintaining game data tables and configuration files.
3. Documentation: Some technical documents and changelogs were generated with AI assistance.
The following content was NOT generated using AI:
- Game art assets, UI design, and scene layouts
- Core game design, mechanics, and balance tuning
This game does not contain live-generated AI content — all in-game content is pre-designed and hand-crafted. The game does not dynamically generate text, images, or audio during gameplay.
Generative AI was used for some in-game visual assets and certain store artwork. All generated content was reviewed and curated by the development team.
Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions.
Some dynamic art assets are assisted in their creation by AI tools.
Some of Flekkia's assets were created with the help of generative AI tools
during development: part of the artwork (backgrounds, screens and event cards)
and the game's music. They were then selected, edited and integrated by hand.
The same assets appear on the store page and in the trailer.
No content is generated by AI while you play. Everything you see and hear is
fixed in the game and identical for every player: Flekkia does not connect to
any AI service and sends none of your data to one.
A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
Some pre-rendered assets in this game and on its store page, including artwork, music, and sound effects, were created with the assistance of generative AI tools. All AI-assisted content was directed, reviewed, and edited by the developer. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay.
Some art assets (sprites, icons, illustrations) and audio (sound effects, music, voices) were created using generative AI tools. All AI-generated content is pre-rendered and hand-integrated into the game — nothing is generated live during play. Each asset is reviewed and curated before inclusion, and we hold commercial-use rights for the tools involved.
AI was used strictly to block out a few initial base meshes, which I then manually reworked to fit the game's style & performance.
No AI runs at runtime.
Some of this game's code was written with the assistance of AI development tools. All art, music, audio, and text that ship in the game are human-created (from licensed asset packs) or procedurally rendered — no AI-generated art, audio, or text is included in the game.
Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay.
Some pre-generated artwork and sound assets used in the game and its marketing materials were created or edited with the assistance of generative AI tools. All such content was manually selected, reviewed, and edited as needed by the developer. The game does not generate AI content during gameplay.
Visual assets in Blackbriar Crypt were created with generative AI tools (Stable Diffusion via ComfyUI), including in-game 2D art such as item icons, character portraits, enemy sprites, and UI backgrounds, as well as store and library marketing images. Each asset was selected, edited, and approved by the developer before release.
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.
This game used generative AI as an assistive tool for translation and localization, and for producing some sound effects and music. All final text and audio were reviewed, edited, and approved by humans before inclusion.
AI generated art and other assets were referenced and partly used during development, but every effort is taken to make the game original. At UWS, we make every effort to support our art/design team and use AI very rarely to meet our production needs
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
Some content in this game was created with the assistance of generative AI tools, then curated, edited, and integrated by hand by the solo developer. This includes: character and enemy sprite animations (AI-generated video processed by hand into sprite animations), environment and background artwork, the story tapestry illustrations, title and store artwork, music, and some sound effects. All such content is pre-rendered and ships with the game — nothing is generated live at runtime. All content was reviewed by the developer to ensure it does not include illegal or infringing material.
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.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human.
During development we used generative AI tools to create some content that ships in the game:
- Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us.
- Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion.
- Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us.
All AI-generated content was reviewed by a human before shipping.
We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP.
Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer.
Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI.
All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer.
Generative AI was used for creating Store page assets and in game items. Generated content was then manually edited to remove any anomalies and match look and feel of overall game's theme.
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
The game uses Generative AI for the following in a Static manner nothing is dynamically generated I have used some of it for: Some Card Art, Some Event Art and finally Localization - Please try the free demo before purchase if you require a language other than English to see if its workable. Thank you!
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.