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.
AI-Generated Content Disclosure
This game uses AI-generated artwork for certain visual assets, including background art, illustrations, and promotional images used on the store page (key art, logo, and capsule images). All AI-generated visuals were curated and adjusted by the developer to fit the game's art style and tone.
During development, this game used generative AI tools to assist in creating fixed assets. These outputs were produced during development, reviewed and selected by humans, and then packaged into the game. The game does not call any AI while it is running:
▎ - Code: Anthropic's Claude was used to assist in writing and refactoring the Flutter/Dart game code. All code was reviewed and tested by the developer before being included; no unreviewed AI output is executed automatically.
▎ - Art / Images: Leonardo AI was used to generate pixel-art assets, which were human-selected and edited before use.
▎ - Sound & Voice: ElevenLabs was used to generate sound effects and voice, which were human-selected before use.
This title uses generative artificial intelligence in software development, the creation of art assets, and foreign-language localization.
Given the constraints of our production schedule, the size of our team, and the professional responsibilities of our members outside this project, we chose to incorporate generative AI into certain parts of development in pursuit of a more complete and polished game. However, our team firmly believes that generative AI should help creators produce better work. It should never become an excuse for cutting corners, disregarding the creative process, or replacing skilled professionals.
While working to deliver the most complete experience possible, these technologies enabled our engineers to explore directions that had previously been difficult to pursue because of limited time and manpower. These efforts include machine-learning-based image segmentation and depth mapping using motion-aware techniques, as well as redesigning low-level director systems and asset-management systems for art and text beyond the assistance provided by conventional game-engine tooling.
We also recognize that the experience and judgment of professional creators cannot be replicated. Throughout the production of our artistic assets, the team has actively sought guidance from artists, engineers, and experienced professionals in relevant fields, and has continuously reviewed the final content in accordance with their professional advice. All generated output is subject to human review, selection, and adjustment. No generated material is included in the game without first being inspected.
With regard to our art assets, we take copyright and creators’ rights in connection with generative AI very seriously. We believe that artists’ creative work and aesthetic expertise deserve stronger copyright protection. We have never trained models on others’ work without authorization, nor have we used LoRA models of unknown or unverifiable origin. We will not use an artist’s name, work, or distinctive style to train models or create imitations without permission, and we will never claim another creator’s work as our own.
We understand that players may hold different views regarding generative AI, and we are committed to being transparent about how and where it has been used in this title, as well as the principles that guide our use of it.
We will continue striving to ensure that both our own technology and generative AI serve as tools for creating a more complete work—not as excuses for avoiding creative responsibility, undermining the trust between creators and consumers, or producing inexpensive imitations.
Finally, we sincerely thank you for your understanding and for holding us accountable.
Parts of this game's assets were produced with the help of generative AI tools, then reviewed and edited by the developer before being included.
This applies to:
- Character and background artwork, UI art, and store/marketing images
- Portions of the dialogue text
- Translation into English, Simplified Chinese, Traditional Chinese, Korean, and Spanish
The game does not generate any content while you play, and it never connects to an external AI service. Everything you see and hear ships with the build.
Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time):
- Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer.
- Some in-game dungeon event content was drafted with AI assistance and edited by the developer.
- The announcement trailer was produced using AI tools.
The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping.
Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing.
Generative AI tools were used during the development of this game in the following ways:
- Art creation: AI was used to assist in generating and refining visual art assets.
- Mathematical computations: AI was used to perform complex mathematical calculations and to derive equations used in the game's systems.
All AI-generated content was reviewed and integrated by the development team.
I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop.
During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game.
Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
Algumas imagens presentes neste jogo foram criadas com auxílio de inteligência artificial generativa e posteriormente revisadas, editadas e integradas pelo desenvolvedor. Todo o restante do jogo, incluindo programação, design, mecânicas e direção criativa, foi desenvolvido manualmente.
Partial artwork uses generative AI assistance. Scripts are fully original written by the developer. Background music is CC0 public domain material, no in-game real-time AI generation.
Eclipsia uses generative AI as part of the development process to assist in creating certain visual assets. All AI-assisted content is reviewed, edited, and integrated by the development team. The game does not use generative AI to generate gameplay, game logic, or player-created content in real time.
"We utilized generative AI tools to assist in the creation of 2D art assets, including in-game enemy portraits, familiar graphics, and the background illustrations, banners, and logo artwork displayed on our Steam Store page and library graphics."
Some of the game's 2D and 3D art assets — including 3D character models and environment props, background and biome art, and iconography — were produced with AI image/model generation tools during development, then hand-curated, edited, and processed into the game. No AI runs at play time; nothing is generated on the player's machine or via an external service.
Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
This game contains pre-rendered AI-assisted artwork and marketing assets that were reviewed and edited by the developer. No live AI-generated content is produced during gameplay.
The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay.
GRIDFALL was developed with extensive AI assistance (Anthropic's Claude): the game's code — including the procedural generators that produce all in-game art (pre-baked at build time) and synthesize all audio and music at runtime — was written with AI pair-programming under human direction and review. The game contains no pre-rendered AI-generated images or audio files; all art and audio assets are produced by deterministic code, and the sole third-party asset is the SIL-licensed Noto Sans UI font. Story, dialogue, and text were authored with AI assistance under human editorial control.
Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer.
Character portraits are entirely hand-drawn by artists. Background assets are created using AI as preliminary sketches, then comprehensively revised and manually reworked to achieve consistent art style.
Generative AI tools were used during development to assist with portions of the game’s code and to create or refine some pre-rendered 2D artwork, including character sprites and portraits, item icons, and environment assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content or code during gameplay and does not connect to an external AI service during gameplay.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
This game uses generative AI to assist in the creation of certain illustrations, visual assets, and some monster graphics. These assets are carefully selected, edited, and integrated into the game by the developer. The game design, scenario, systems, programming, gameplay, maps, and event content are all created by the developer.
This game includes optional local AI features:
Text Generation: A local language model periodically generates in-game short story events based on the player's typing activity.
Image Generation: A local image generation model may probabilistically generate illustrations for the corresponding story when a story event is triggered.
The AI features are purely an advanced option; whether you use them or not does not affect the core gameplay experience.
Generative AI was used during development to support early concept exploration and rapid prototyping, including testing visual directions, compositions, and placeholder ideas. All AI-assisted material was reviewed and refined by the development team, with final creative and design decisions made by humans. The game does not generate content using AI during gameplay.
This is a visual novel independently developed by an individual with no budget. It is based on an existing novel, with parts of the narrative text synthesized and refined using AI, which has been repeatedly checked, edited, and approved by the developer. The game's scenes and character models are also AI-generated, and have undergone extensive debugging, deletion, revision, and final confirmation before release to ensure compliance and quality.
Generative AI tools were used during development to create many pre-generated 3D models and textures, including armor, weapons, shields, and other equipment assets. Generative AI was also used to assist with some store and marketing artwork. All AI-assisted content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service while running.
The key art on this store page, on the splash screen and on the menu cards was created using generative AI tools and then edited by hand. Nothing inside the game itself is AI-generated. Every visual in play is procedural — drawn by code at runtime — and all audio is ynthesised in real time. The build ships with no textures, no meshes, no sprites and no audio files.
Relyora is independently developed on a limited budget. Some visuals were created with AI assistance, then carefully selected, edited, and integrated by hand. No AI is used in real time. If the game finds an audience, revenue will be reinvested into working with professional artists.
This game uses pre-generated AI-assisted content during development, including some artwork and visual assets. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used as production assistance for portions of the game's 2D artwork, character voices, and localization. All such content is pre-generated and manually reviewed before release. The game does not generate content with AI during play.
AI-Generated Content Disclosure
This game uses AI-generated artwork for certain visual assets, including background art, illustrations, and promotional images used on the store page (key art, logo, and capsule images). All AI-generated visuals were curated and adjusted by the developer to fit the game's art style and tone.
During development, this game used generative AI tools to assist in creating fixed assets. These outputs were produced during development, reviewed and selected by humans, and then packaged into the game. The game does not call any AI while it is running:
▎ - Code: Anthropic's Claude was used to assist in writing and refactoring the Flutter/Dart game code. All code was reviewed and tested by the developer before being included; no unreviewed AI output is executed automatically.
▎ - Art / Images: Leonardo AI was used to generate pixel-art assets, which were human-selected and edited before use.
▎ - Sound & Voice: ElevenLabs was used to generate sound effects and voice, which were human-selected before use.
This title uses generative artificial intelligence in software development, the creation of art assets, and foreign-language localization.
Given the constraints of our production schedule, the size of our team, and the professional responsibilities of our members outside this project, we chose to incorporate generative AI into certain parts of development in pursuit of a more complete and polished game. However, our team firmly believes that generative AI should help creators produce better work. It should never become an excuse for cutting corners, disregarding the creative process, or replacing skilled professionals.
While working to deliver the most complete experience possible, these technologies enabled our engineers to explore directions that had previously been difficult to pursue because of limited time and manpower. These efforts include machine-learning-based image segmentation and depth mapping using motion-aware techniques, as well as redesigning low-level director systems and asset-management systems for art and text beyond the assistance provided by conventional game-engine tooling.
We also recognize that the experience and judgment of professional creators cannot be replicated. Throughout the production of our artistic assets, the team has actively sought guidance from artists, engineers, and experienced professionals in relevant fields, and has continuously reviewed the final content in accordance with their professional advice. All generated output is subject to human review, selection, and adjustment. No generated material is included in the game without first being inspected.
With regard to our art assets, we take copyright and creators’ rights in connection with generative AI very seriously. We believe that artists’ creative work and aesthetic expertise deserve stronger copyright protection. We have never trained models on others’ work without authorization, nor have we used LoRA models of unknown or unverifiable origin. We will not use an artist’s name, work, or distinctive style to train models or create imitations without permission, and we will never claim another creator’s work as our own.
We understand that players may hold different views regarding generative AI, and we are committed to being transparent about how and where it has been used in this title, as well as the principles that guide our use of it.
We will continue striving to ensure that both our own technology and generative AI serve as tools for creating a more complete work—not as excuses for avoiding creative responsibility, undermining the trust between creators and consumers, or producing inexpensive imitations.
Finally, we sincerely thank you for your understanding and for holding us accountable.
Parts of this game's assets were produced with the help of generative AI tools, then reviewed and edited by the developer before being included.
This applies to:
- Character and background artwork, UI art, and store/marketing images
- Portions of the dialogue text
- Translation into English, Simplified Chinese, Traditional Chinese, Korean, and Spanish
The game does not generate any content while you play, and it never connects to an external AI service. Everything you see and hear ships with the build.
Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time):
- Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer.
- Some in-game dungeon event content was drafted with AI assistance and edited by the developer.
- The announcement trailer was produced using AI tools.
The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping.
Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing.
Generative AI tools were used during the development of this game in the following ways:
- Art creation: AI was used to assist in generating and refining visual art assets.
- Mathematical computations: AI was used to perform complex mathematical calculations and to derive equations used in the game's systems.
All AI-generated content was reviewed and integrated by the development team.
I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop.
During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game.
Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
Algumas imagens presentes neste jogo foram criadas com auxílio de inteligência artificial generativa e posteriormente revisadas, editadas e integradas pelo desenvolvedor. Todo o restante do jogo, incluindo programação, design, mecânicas e direção criativa, foi desenvolvido manualmente.
Partial artwork uses generative AI assistance. Scripts are fully original written by the developer. Background music is CC0 public domain material, no in-game real-time AI generation.
Eclipsia uses generative AI as part of the development process to assist in creating certain visual assets. All AI-assisted content is reviewed, edited, and integrated by the development team. The game does not use generative AI to generate gameplay, game logic, or player-created content in real time.
"We utilized generative AI tools to assist in the creation of 2D art assets, including in-game enemy portraits, familiar graphics, and the background illustrations, banners, and logo artwork displayed on our Steam Store page and library graphics."
Some of the game's 2D and 3D art assets — including 3D character models and environment props, background and biome art, and iconography — were produced with AI image/model generation tools during development, then hand-curated, edited, and processed into the game. No AI runs at play time; nothing is generated on the player's machine or via an external service.
Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
This game contains pre-rendered AI-assisted artwork and marketing assets that were reviewed and edited by the developer. No live AI-generated content is produced during gameplay.
The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay.
GRIDFALL was developed with extensive AI assistance (Anthropic's Claude): the game's code — including the procedural generators that produce all in-game art (pre-baked at build time) and synthesize all audio and music at runtime — was written with AI pair-programming under human direction and review. The game contains no pre-rendered AI-generated images or audio files; all art and audio assets are produced by deterministic code, and the sole third-party asset is the SIL-licensed Noto Sans UI font. Story, dialogue, and text were authored with AI assistance under human editorial control.
Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer.
Character portraits are entirely hand-drawn by artists. Background assets are created using AI as preliminary sketches, then comprehensively revised and manually reworked to achieve consistent art style.
Generative AI tools were used during development to assist with portions of the game’s code and to create or refine some pre-rendered 2D artwork, including character sprites and portraits, item icons, and environment assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content or code during gameplay and does not connect to an external AI service during gameplay.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
This game uses generative AI to assist in the creation of certain illustrations, visual assets, and some monster graphics. These assets are carefully selected, edited, and integrated into the game by the developer. The game design, scenario, systems, programming, gameplay, maps, and event content are all created by the developer.
This game includes optional local AI features:
Text Generation: A local language model periodically generates in-game short story events based on the player's typing activity.
Image Generation: A local image generation model may probabilistically generate illustrations for the corresponding story when a story event is triggered.
The AI features are purely an advanced option; whether you use them or not does not affect the core gameplay experience.
Generative AI was used during development to support early concept exploration and rapid prototyping, including testing visual directions, compositions, and placeholder ideas. All AI-assisted material was reviewed and refined by the development team, with final creative and design decisions made by humans. The game does not generate content using AI during gameplay.
This is a visual novel independently developed by an individual with no budget. It is based on an existing novel, with parts of the narrative text synthesized and refined using AI, which has been repeatedly checked, edited, and approved by the developer. The game's scenes and character models are also AI-generated, and have undergone extensive debugging, deletion, revision, and final confirmation before release to ensure compliance and quality.
Generative AI tools were used during development to create many pre-generated 3D models and textures, including armor, weapons, shields, and other equipment assets. Generative AI was also used to assist with some store and marketing artwork. All AI-assisted content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service while running.
The key art on this store page, on the splash screen and on the menu cards was created using generative AI tools and then edited by hand. Nothing inside the game itself is AI-generated. Every visual in play is procedural — drawn by code at runtime — and all audio is ynthesised in real time. The build ships with no textures, no meshes, no sprites and no audio files.
Relyora is independently developed on a limited budget. Some visuals were created with AI assistance, then carefully selected, edited, and integrated by hand. No AI is used in real time. If the game finds an audience, revenue will be reinvested into working with professional artists.
This game uses pre-generated AI-assisted content during development, including some artwork and visual assets. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used as production assistance for portions of the game's 2D artwork, character voices, and localization. All such content is pre-generated and manually reviewed before release. The game does not generate content with AI during play.