Public Steam disclosure research27,030 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.
!! AI translations only !!
Explanation:
As an indie developer, I want my game to be accessible to as many players around the world as possible. Unfortunately, I don't have the resources to hire professional translators for every language I would like to support.
In the past, developers often relied on tools like Google Translate to make their games available in more languages. Today, AI translation is another option, and it can produce better results than traditional machine translation.
Everything else in the game, including the original text, artwork, sounds, music, game design and code, was created by humans. AI is used only for translation.
Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers.
Some character dance music tracks were created using generative AI tools. These tracks are pre-generated audio assets and are not generated dynamically during gameplay.
AI tools were used during development for assistance with programming and creation of promotional visual assets.
AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer.
Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay.
I used chatgpt to remaster some models, and to boost my artwork.
I DID NOT:
- let AI create any new models
- design any of my levels or scripts
- generate voices or music
Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer.
AI was used to generate the images of the characters and titles in World Editor. There is also a 100% optional, opt-in-only AI that can help answer questions, negotiate wrestler contracts, and provide booking assistance.
Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets.
The following aspects of this game's development were assisted by AI tools:
• Code architecture planning and refactoring suggestions
• Debugging assistance
• Localization (English / Simplified Chinese / Japanese / and other supported languages)
• Initial drafts of select art assets
• Background music generation (SUNO)
All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Some 2D visual assets in Hollow Stars were created with the help of generative AI image tools during development. This includes parts of the store and marketing artwork, the achievement icons, and background art used in the game's cinematic intro. Every AI-assisted asset was reviewed, edited and curated by the development team before release.
Generative AI is not used while you play. The game runs no generative AI at runtime — the in-game faction "AI" is a fully deterministic, rule-based simulation, not a generative model. No player input or data is sent to any AI service.
Generative AI tools were used to assist with localization drafts, wording review, store text preparation, research into real-world goods and price references, code debugging, and optimization suggestions. All final text, translations, game design, data, UI implementation, pricing decisions, and release decisions are reviewed and controlled by the developer.
Generative AI was used strictly as an assistive tool during development. It was utilized to help debug code, optimize scripts, and generate minor background visual elements. All core gameplay mechanics, main graphics, story, and game design were created entirely by the developer.
Generative AI tools were used exclusively to assist in the creation of background ambient audio tracks. All code, environmental concept art, and level design were hand-crafted without the use of generative AI.
The things the player sees are mostly made manually by humans. But some visuals, like a couple of seamless textures that are used in the environment, were AI-generated and then modified by hand. AI was used to boost productivity generally, so it was used in a lot of workflows here and there to be finish tasks faster.
Some promotional artwork and the cinematic portions of our store trailer were created with the help of AI image and video generation tools. All crosshair overlays are rendered programmatically.
This game uses pre-generated AI-assisted content for certain promotional artwork, visual assets, and audio materials. No AI-generated content is created during gameplay.
This game makes use of generative AI as a creative assistant during development. All AI-assisted output is reviewed, edited, and approved by the developer before being included in the final game. No content is generated live during gameplay.
Source code: Drafted with AI coding tools, then reviewed, tested, and integrated by the developer.
Visual assets: All main character designs and key visuals are based on the developer's hand-drawn illustrations. Some assets combine the developer's artwork with AI-assisted generation or refinement.
Scenario text: Story, dialogue, and worldbuilding are written by the developer, with AI used for drafting support, rewriting, and consistency checks.
Music: A portion of the in-game music is produced with AI assistance; the developer selects, edits, and finalizes all tracks used in the game.
Localization: The English translation is produced with AI assistance and reviewed by the developer.
Crown Caps Soccer uses generative artificial intelligence tools for part of its content. Specifically, we use AI to generate and translate interface text and descriptions, as well as to assist in creating certain in-game content. All AI-generated content is reviewed by our team before publication.
Ten Rings 2 uses generative AI during development to assist with some 2D visual asset production, concept iteration, and writing drafts. Final in-game content is selected, edited, integrated, and reviewed by the developer. Generative AI is not used to create live or personalized content during gameplay.
AI tools were used to create promotional visuals (capsule artwork) and in-game character voice lines (ElevenLabs text-to-speech). All game design, code, 3D models, and gameplay were created by the developer
This game contains pre-generated content created with the assistance of generative AI tools during development.
AI was used mainly for card illustrations, UI design drafts, some text creation assistance, and programming assistance.
The game does not generate new images, audio, text, or other content using AI during gameplay.
!! AI translations only !!
Explanation:
As an indie developer, I want my game to be accessible to as many players around the world as possible. Unfortunately, I don't have the resources to hire professional translators for every language I would like to support.
In the past, developers often relied on tools like Google Translate to make their games available in more languages. Today, AI translation is another option, and it can produce better results than traditional machine translation.
Everything else in the game, including the original text, artwork, sounds, music, game design and code, was created by humans. AI is used only for translation.
Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers.
Some character dance music tracks were created using generative AI tools. These tracks are pre-generated audio assets and are not generated dynamically during gameplay.
AI tools were used during development for assistance with programming and creation of promotional visual assets.
AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer.
Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay.
I used chatgpt to remaster some models, and to boost my artwork.
I DID NOT:
- let AI create any new models
- design any of my levels or scripts
- generate voices or music
Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer.
AI was used to generate the images of the characters and titles in World Editor. There is also a 100% optional, opt-in-only AI that can help answer questions, negotiate wrestler contracts, and provide booking assistance.
Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets.
The following aspects of this game's development were assisted by AI tools:
• Code architecture planning and refactoring suggestions
• Debugging assistance
• Localization (English / Simplified Chinese / Japanese / and other supported languages)
• Initial drafts of select art assets
• Background music generation (SUNO)
All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Some 2D visual assets in Hollow Stars were created with the help of generative AI image tools during development. This includes parts of the store and marketing artwork, the achievement icons, and background art used in the game's cinematic intro. Every AI-assisted asset was reviewed, edited and curated by the development team before release.
Generative AI is not used while you play. The game runs no generative AI at runtime — the in-game faction "AI" is a fully deterministic, rule-based simulation, not a generative model. No player input or data is sent to any AI service.
Generative AI tools were used to assist with localization drafts, wording review, store text preparation, research into real-world goods and price references, code debugging, and optimization suggestions. All final text, translations, game design, data, UI implementation, pricing decisions, and release decisions are reviewed and controlled by the developer.
Generative AI was used strictly as an assistive tool during development. It was utilized to help debug code, optimize scripts, and generate minor background visual elements. All core gameplay mechanics, main graphics, story, and game design were created entirely by the developer.
Generative AI tools were used exclusively to assist in the creation of background ambient audio tracks. All code, environmental concept art, and level design were hand-crafted without the use of generative AI.
The things the player sees are mostly made manually by humans. But some visuals, like a couple of seamless textures that are used in the environment, were AI-generated and then modified by hand. AI was used to boost productivity generally, so it was used in a lot of workflows here and there to be finish tasks faster.
Some promotional artwork and the cinematic portions of our store trailer were created with the help of AI image and video generation tools. All crosshair overlays are rendered programmatically.
This game uses pre-generated AI-assisted content for certain promotional artwork, visual assets, and audio materials. No AI-generated content is created during gameplay.
This game makes use of generative AI as a creative assistant during development. All AI-assisted output is reviewed, edited, and approved by the developer before being included in the final game. No content is generated live during gameplay.
Source code: Drafted with AI coding tools, then reviewed, tested, and integrated by the developer.
Visual assets: All main character designs and key visuals are based on the developer's hand-drawn illustrations. Some assets combine the developer's artwork with AI-assisted generation or refinement.
Scenario text: Story, dialogue, and worldbuilding are written by the developer, with AI used for drafting support, rewriting, and consistency checks.
Music: A portion of the in-game music is produced with AI assistance; the developer selects, edits, and finalizes all tracks used in the game.
Localization: The English translation is produced with AI assistance and reviewed by the developer.
Crown Caps Soccer uses generative artificial intelligence tools for part of its content. Specifically, we use AI to generate and translate interface text and descriptions, as well as to assist in creating certain in-game content. All AI-generated content is reviewed by our team before publication.
Ten Rings 2 uses generative AI during development to assist with some 2D visual asset production, concept iteration, and writing drafts. Final in-game content is selected, edited, integrated, and reviewed by the developer. Generative AI is not used to create live or personalized content during gameplay.
AI tools were used to create promotional visuals (capsule artwork) and in-game character voice lines (ElevenLabs text-to-speech). All game design, code, 3D models, and gameplay were created by the developer
This game contains pre-generated content created with the assistance of generative AI tools during development.
AI was used mainly for card illustrations, UI design drafts, some text creation assistance, and programming assistance.
The game does not generate new images, audio, text, or other content using AI during gameplay.