Public Steam disclosure research25,508 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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This index adds cross-game classifications and statistics to
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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.
Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play.
AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play.
Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime.
Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running.
Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction.
Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Generative AI was used during development to assist with the creation of some visual assets and marketing materials. All AI-assisted content used in the final game and on the Steam store page has been reviewed and edited by the developer.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
Generative AI was used to assist in the creation of some promotional artwork for the Steam store page, including capsule and library artwork. AI is not used to generate content during gameplay.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization.
Some art assets, sound effects and texts of this game are produced with the assistance of generative AI. No real‑time AI‑generated content will be created during gameplay.
AI generation tools were used to construct raw background components and draft initial concept layers. All final assets, character sprites, and visual interfaces were manually fixed, edited, and assembled by human artists.
The game’s core artwork and content were created by people. Generative AI use was limited to select elements of UI images and icons, Steam capsule image retouching, map and calendar textures within buildings, and localization translations.
This game is made by one developer working with AI assistants. AI tools helped write the game's code and much of its English text, including this store page.
The folktales the game retells are traditional Mongolian üliger, not machine-invented, and every Mongolian word in the game is checked by a native speaker before it ships.
Nothing is generated while you play. The game runs offline, creates no content at runtime, and connects to no AI service.
Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play.
AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play.
Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime.
Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running.
Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction.
Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Generative AI was used during development to assist with the creation of some visual assets and marketing materials. All AI-assisted content used in the final game and on the Steam store page has been reviewed and edited by the developer.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI was used to create promotional artwork for the Steam store page, including capsule and library artwork, based on the visual style and screenshots of the game. The playable game content itself does not use live-generated AI content.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
Generative AI was used to assist in the creation of some promotional artwork for the Steam store page, including capsule and library artwork. AI is not used to generate content during gameplay.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization.
Some art assets, sound effects and texts of this game are produced with the assistance of generative AI. No real‑time AI‑generated content will be created during gameplay.
AI generation tools were used to construct raw background components and draft initial concept layers. All final assets, character sprites, and visual interfaces were manually fixed, edited, and assembled by human artists.
The game’s core artwork and content were created by people. Generative AI use was limited to select elements of UI images and icons, Steam capsule image retouching, map and calendar textures within buildings, and localization translations.
This game is made by one developer working with AI assistants. AI tools helped write the game's code and much of its English text, including this store page.
The folktales the game retells are traditional Mongolian üliger, not machine-invented, and every Mongolian word in the game is checked by a native speaker before it ships.
Nothing is generated while you play. The game runs offline, creates no content at runtime, and connects to no AI service.