Public Steam disclosure research25,394 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
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.
The game includes AI-driven enemy characters ("LLM zombies") that players can interact with through dialogue. These characters use a language model to generate responses dynamically during gameplay. The AI is used only to produce in-game dialogue and behavior for these enemies and does not generate user-uploaded content or external assets.
Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit.
Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer.
Generative AI was used during development to assist with the creation of certain visual assets and development content. All AI-generated content was reviewed, modified, and integrated by the developer before inclusion in the final game. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-Generated Content:
We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights.
Live-Generated Content:
This game does not contain any live-generated AI content.
Generative AI tools were used to create the game's promotional logo, steam achievement icons, and background music prior to development (Pre-generated content).
I used AI to generate much of the code for this game. I did a lot of reviewing and tweaking the code, but a large portion of the core code for the game was generated by AI.
The AI also generate the player and enemy "models". I had them generate to game scene files (tscn files in Godot) which are just simple text files. I tweaked many of them after initial generation.
I also used AI to generate the various store page and icon art, and 4 images that are findable in the game as items
AI was not used for the music in game, or the various art assets and SFX not mentioned above.
Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay.
I'm a solo developer and a 3D and graphic design teacher by day. Every visual asset in this game (from the pixel art creatures to the 3D environments) is crafted by me. Music and sound effects come from licensed human creators.
AI tools helped me during development with coding, debugging, and organizing ideas, but never to create visual or audio content.
The English and Spanish localizations are written by me. For all other languages, I used AI-assisted translation, because there's nothing better than playing a game in your own language, and I wanted Luminons to reach as many people as possible. Professional translators are outside the budget for a solo project, but if this game finds its audience, revisiting every localization with human translators (and adding more languages) is absolutely on the list.
Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images.
The game does not feature any live or procedurally generated AI content. The entire player experience consists of fixed, hand-crafted assets with AI assistance and static, local code.
This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer.
We have updated our AI disclosure in order to provide better transparency and clarity around the use of this support tool for Crazy Taxi: World Tour:
At SEGA Corporation, we utilize generative AI as an optional support tool for developers, with the aim of enabling developers to focus more on creative tasks and deliver better experiences to our players.
In Crazy Taxi: World Tour, generative AI was used as part of the ideation process for background objects. However, no AI-generated content will be included in the final game.
Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V."
In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence.
Here is exactly how we let the machine do our jobs:
- Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any.
- Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos.
- Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer.
- Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats.
We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding.
AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release.
We continue to draw all game art by hand.
Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer.
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay.
Generative AI tools are used exclusively during the development process to assist with creating store page and community-related visual materials. No generative AI content is used in the core gameplay experience or real-time in-game systems.
The game includes AI-driven enemy characters ("LLM zombies") that players can interact with through dialogue. These characters use a language model to generate responses dynamically during gameplay. The AI is used only to produce in-game dialogue and behavior for these enemies and does not generate user-uploaded content or external assets.
Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit.
Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer.
Generative AI was used during development to assist with the creation of certain visual assets and development content. All AI-generated content was reviewed, modified, and integrated by the developer before inclusion in the final game. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-Generated Content:
We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights.
Live-Generated Content:
This game does not contain any live-generated AI content.
Generative AI tools were used to create the game's promotional logo, steam achievement icons, and background music prior to development (Pre-generated content).
I used AI to generate much of the code for this game. I did a lot of reviewing and tweaking the code, but a large portion of the core code for the game was generated by AI.
The AI also generate the player and enemy "models". I had them generate to game scene files (tscn files in Godot) which are just simple text files. I tweaked many of them after initial generation.
I also used AI to generate the various store page and icon art, and 4 images that are findable in the game as items
AI was not used for the music in game, or the various art assets and SFX not mentioned above.
Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay.
I'm a solo developer and a 3D and graphic design teacher by day. Every visual asset in this game (from the pixel art creatures to the 3D environments) is crafted by me. Music and sound effects come from licensed human creators.
AI tools helped me during development with coding, debugging, and organizing ideas, but never to create visual or audio content.
The English and Spanish localizations are written by me. For all other languages, I used AI-assisted translation, because there's nothing better than playing a game in your own language, and I wanted Luminons to reach as many people as possible. Professional translators are outside the budget for a solo project, but if this game finds its audience, revisiting every localization with human translators (and adding more languages) is absolutely on the list.
Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images.
The game does not feature any live or procedurally generated AI content. The entire player experience consists of fixed, hand-crafted assets with AI assistance and static, local code.
This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer.
We have updated our AI disclosure in order to provide better transparency and clarity around the use of this support tool for Crazy Taxi: World Tour:
At SEGA Corporation, we utilize generative AI as an optional support tool for developers, with the aim of enabling developers to focus more on creative tasks and deliver better experiences to our players.
In Crazy Taxi: World Tour, generative AI was used as part of the ideation process for background objects. However, no AI-generated content will be included in the final game.
Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V."
In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence.
Here is exactly how we let the machine do our jobs:
- Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any.
- Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos.
- Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer.
- Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats.
We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding.
AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release.
We continue to draw all game art by hand.
Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer.
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay.
Generative AI tools are used exclusively during the development process to assist with creating store page and community-related visual materials. No generative AI content is used in the core gameplay experience or real-time in-game systems.