Public Steam disclosure research25,394 disclosures tracked
Where do games disclose AI use?
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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.
Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets.
Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Generative AI was used during development to assist in creating selected pre-rendered visual assets, including character and boss artwork. These assets were reviewed, edited, animated, and integrated by the developer. Star Claw does not generate content using AI while the game is running.
Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay.
Knockout Carnival contains pre-generated AI-assisted artwork used for a limited selection of character icons, profile icons, emotes, sprays, and a chest icon. No AI content is generated during gameplay.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers.
1. Game Logo (Marketing / Store Page Asset)
The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself
2. Player Battle Armor Voice (In-Game Audio)
The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions).
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service.
Portions of the game's written content (interface text, in-game help, Russian/English localization) and store page texts were created with the assistance of AI tools, directed, reviewed and edited by the developer. All graphics are hand-coded procedural visuals and all audio is procedurally synthesized in code — no AI-generated images or audio are included.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
Machine translation has been used for language localization.
Some background elements, such as grass and trees, were created using AI-generated images and then manually edited and refined.
Johnny Jagung uses generative AI across much of its content. The visual art (character, enemy, boss, and UI artwork), music, sound effects, in-game text, and Indonesian translation were all created with the help of generative AI tools, then reviewed, curated, and assembled into the game by the developer — for instance, character art is hand-edited, composited, and animated from generated source images. All AI-generated content is created during development; the game does not generate anything live while you play.
Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release.
Generative AI tools were used solely to assist in the creation of the background music for Beat Boxy. All other game assets, sound effects, UI elements and level designs were either created directly by the developer, or acquired through Creative Commons Licensing.
Pre-generated generative AI was used to create selected Steam store-page and library marketing images based on original in-game screenshots, character designs and branding supplied by the developers.
Some of the game's visual assets — both 2D and 3D — are built from AI-generated drafts that our artists rework and refine by hand into their final form. Localization was drafted with AI tools and edited by the team. The final look, content, and quality of every element of the game are defined and approved by humans.
The hero image, small capsule, main capsule, vertical capsule, library capsule, library hero image, library logo and library home page art were created with AI assistance.
The in-game warning UI and spray decals are AI-generated.
Besides this, all gameplay videos and screenshots you see in the store are captured from actual gameplay footage, with no retouching or AI generation applied.
Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display.
Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction.
This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. All gameplay code and game design are human-made, and the game does not generate any AI content while you play.
Pre-generated AI content:
Some of the game's 2D illustrations — world and game-mode cover art, story-scene illustrations, character portraits, and store/promotional images — were created with the assistance of generative AI image tools. Every image was prompted, curated, selected and edited by the developer.
Portions of the game's source code were written with the assistance of an AI coding tool, always under direct human direction, review and testing.
Gameplay sprites, user interface, and fonts come from licensed third-party asset packs or were made by hand.
The game does NOT generate any content with AI at runtime: all content is fixed at development time, and no player data is sent to any AI service.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
The background music in this game was created using generative AI tools. All other content — artwork, code, gameplay systems, and design — is made by humans.
Background Music (BGM): Some in-game background music tracks were generated using AI tools.
Localization: The game's text localization (translations into various languages) was produced or assisted by AI.
All AI-generated content was reviewed and curated by the developer before inclusion in the game.
Generative AI was used to create selected voice performances (including the in-game commentator) as well as concept artwork and promotional illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer.
Generative AI was used to assist in the creation of certain game assets, including some textures, artwork, sound effects, music, and marketing materials. All AI-generated content has been reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay.
Promotional artwork, Steam capsules, and certain marketing images were created with the assistance of generative AI and then reviewed, edited, and curated by PhoenixGold Game Studios. All gameplay, code, mechanics, characters, and in-game content were designed and implemented by the development team.
Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets.
Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Generative AI was used during development to assist in creating selected pre-rendered visual assets, including character and boss artwork. These assets were reviewed, edited, animated, and integrated by the developer. Star Claw does not generate content using AI while the game is running.
Pre-generated AI tools were used as part of the development workflow for selected visual and audio source materials. These materials were subsequently edited, refined, animated, and integrated by the developer. The game does not generate AI content during gameplay.
Knockout Carnival contains pre-generated AI-assisted artwork used for a limited selection of character icons, profile icons, emotes, sprays, and a chest icon. No AI content is generated during gameplay.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers.
1. Game Logo (Marketing / Store Page Asset)
The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself
2. Player Battle Armor Voice (In-Game Audio)
The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions).
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Some 2D artwork, including character, enemy, map, user-interface, icon, and visual-effect source images, was created with the assistance of generative AI tools during development. Every shipped asset is selected, edited, integrated, and reviewed by the development team for visual consistency, gameplay readability, and rights compliance. The game does not generate content with AI while it is running and does not send player prompts to an AI service.
Portions of the game's written content (interface text, in-game help, Russian/English localization) and store page texts were created with the assistance of AI tools, directed, reviewed and edited by the developer. All graphics are hand-coded procedural visuals and all audio is procedurally synthesized in code — no AI-generated images or audio are included.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
Machine translation has been used for language localization.
Some background elements, such as grass and trees, were created using AI-generated images and then manually edited and refined.
Johnny Jagung uses generative AI across much of its content. The visual art (character, enemy, boss, and UI artwork), music, sound effects, in-game text, and Indonesian translation were all created with the help of generative AI tools, then reviewed, curated, and assembled into the game by the developer — for instance, character art is hand-edited, composited, and animated from generated source images. All AI-generated content is created during development; the game does not generate anything live while you play.
Generative AI was used during the early development phase to create placeholders, concept art base layers, and certain visual assets/sprites. As a solo developer working alongside a demanding full-time job, this technology served as a vital tool to help bring the project's vision to life within limited hours. All AI-generated art has been manually edited, stylized, and integrated by the developer to fit the game's pixel art aesthetic.
Note on Future Development: The developer is fully committed to replacing 100% of the AI-generated visual content with handcrafted, original artwork by the time of the full 1.0 release.
Generative AI tools were used solely to assist in the creation of the background music for Beat Boxy. All other game assets, sound effects, UI elements and level designs were either created directly by the developer, or acquired through Creative Commons Licensing.
Pre-generated generative AI was used to create selected Steam store-page and library marketing images based on original in-game screenshots, character designs and branding supplied by the developers.
Some of the game's visual assets — both 2D and 3D — are built from AI-generated drafts that our artists rework and refine by hand into their final form. Localization was drafted with AI tools and edited by the team. The final look, content, and quality of every element of the game are defined and approved by humans.
The hero image, small capsule, main capsule, vertical capsule, library capsule, library hero image, library logo and library home page art were created with AI assistance.
The in-game warning UI and spray decals are AI-generated.
Besides this, all gameplay videos and screenshots you see in the store are captured from actual gameplay footage, with no retouching or AI generation applied.
Gemfire Survival was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display.
Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction.
This game was developed with the assistance of generative AI tools.
Generative AI tools assisted with the creation of skill icons, terrain textures, some in-game 3D assets and visual effects, and translated localization text. All final assets and translations included in the game were selected, edited, and reviewed by the developer before integration.
The game does not use any AI features that generate images, text, audio, or other content in real time in response to player input.
Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. All gameplay code and game design are human-made, and the game does not generate any AI content while you play.
Pre-generated AI content:
Some of the game's 2D illustrations — world and game-mode cover art, story-scene illustrations, character portraits, and store/promotional images — were created with the assistance of generative AI image tools. Every image was prompted, curated, selected and edited by the developer.
Portions of the game's source code were written with the assistance of an AI coding tool, always under direct human direction, review and testing.
Gameplay sprites, user interface, and fonts come from licensed third-party asset packs or were made by hand.
The game does NOT generate any content with AI at runtime: all content is fixed at development time, and no player data is sent to any AI service.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
The background music in this game was created using generative AI tools. All other content — artwork, code, gameplay systems, and design — is made by humans.
Background Music (BGM): Some in-game background music tracks were generated using AI tools.
Localization: The game's text localization (translations into various languages) was produced or assisted by AI.
All AI-generated content was reviewed and curated by the developer before inclusion in the game.
Generative AI was used to create selected voice performances (including the in-game commentator) as well as concept artwork and promotional illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer.
Generative AI was used to assist in the creation of certain game assets, including some textures, artwork, sound effects, music, and marketing materials. All AI-generated content has been reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay.
Promotional artwork, Steam capsules, and certain marketing images were created with the assistance of generative AI and then reviewed, edited, and curated by PhoenixGold Game Studios. All gameplay, code, mechanics, characters, and in-game content were designed and implemented by the development team.