Public Steam disclosure research25,714 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.
“Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems.
In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced.
I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain:
I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.
We used AI to generate spotter phrases based upon the voices of real-life NASCAR spotters, with their approval. We also used AI to generate crew member photos.
During the development of this game, AI tools were utilized to assist with some technical aspects, such as coding and problem-solving. The game itself, as experienced by players, does not contain any live AI or connect to external AI services.
Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience.
AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content.
🎵 In our game, AI is used exclusively for content creation:
• character voice generation,
• sound effects creation,
• background music writing.
AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually.
We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay.
This game uses AI-generated content created with ChatGPT and Bing Image Creator. AI was used to help write store page text, promotional material, and generate some illustrative images. No AI is used in the game's real-time execution or gameplay code.
Psychedelic Dream does not use artificial intelligence as an interactive feature for the player.
The game contains no systems that allow the player to generate text, images, voices, or any other content through AI. All elements in the game are pre-produced and static.
Any AI-generated images used during development (such as certain backgrounds or textures) are static, manually edited, and not affected by player actions. The player has no direct contact with or influence over any AI system in the game.
In short: The game does not use AI in any way that impacts the player's experience or gives them the ability to generate content themselves.
AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI.
All in-game content is developed in-house by the developer.
For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played.
Portions of this game’s source code, specifically involving complex algorithms and calculation logic, were developed with the assistance of AI-powered tools to enhance development efficiency and ensure greater system stability. Additionally, a limited selection of music assets was created and refined using AI-assisted composition technologies.
All visual and graphical assets, including character designs, user interfaces, background art, and promotional materials, were entirely created by artists in our development team. No AI-generated visual content was used in any part of the game.
This game utilizes AI technology for coding. This has led to a dramatic improvement in coding, which is a difficult task for the creators, leading to increased efficiency.
Artwork is created manually by the development team.
All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits.
Clicked the AI tag because I used ChatGPT to help me generate code to have easier (for me) control over moving windows with the Bestiary plugin. I also used it to create the "drop % of party currency on escape" mechanic. That's all it's been used for, nothing else.
Sketch Play includes an in-game assistant called Scholia. When you ask her to look at a page, she reads your drawing and writes back her impressions, a few things to try next, and an experience-point reward. That written feedback is generated by Gemma 4 E2B, a small open-weights AI model.
Scholia cannot draw. She has no ability to generate images, alter your artwork, or add anything to the page. Everything in your sketchbook is drawn by you and the people you invite.
The model runs entirely on your own computer. No account or internet connection is required, nothing you draw is uploaded, and none of your work is used to train anything.
Her notes are one opinion, and she has biases.
Some visual elements in Escoba were created using artificial intelligence-assisted tools. Specifically:
The achievement icons were generated with the help of AI to achieve a consistent and stylised appearance.
Some visual elements in the shop, such as the background illustrations featuring page, were also generated using AI and then manually edited to fit the overall aesthetic of the game.
No playable characters, animations, or core gameplay graphics were created using AI. AI-generated elements are limited to supporting visual content, and all art was reviewed and polished by human artists before being included in the game.
“Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems.
In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced.
I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain:
I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.
We used AI to generate spotter phrases based upon the voices of real-life NASCAR spotters, with their approval. We also used AI to generate crew member photos.
During the development of this game, AI tools were utilized to assist with some technical aspects, such as coding and problem-solving. The game itself, as experienced by players, does not contain any live AI or connect to external AI services.
Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience.
AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content.
🎵 In our game, AI is used exclusively for content creation:
• character voice generation,
• sound effects creation,
• background music writing.
AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually.
We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay.
This game uses AI-generated content created with ChatGPT and Bing Image Creator. AI was used to help write store page text, promotional material, and generate some illustrative images. No AI is used in the game's real-time execution or gameplay code.
Psychedelic Dream does not use artificial intelligence as an interactive feature for the player.
The game contains no systems that allow the player to generate text, images, voices, or any other content through AI. All elements in the game are pre-produced and static.
Any AI-generated images used during development (such as certain backgrounds or textures) are static, manually edited, and not affected by player actions. The player has no direct contact with or influence over any AI system in the game.
In short: The game does not use AI in any way that impacts the player's experience or gives them the ability to generate content themselves.
AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI.
All in-game content is developed in-house by the developer.
For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played.
Portions of this game’s source code, specifically involving complex algorithms and calculation logic, were developed with the assistance of AI-powered tools to enhance development efficiency and ensure greater system stability. Additionally, a limited selection of music assets was created and refined using AI-assisted composition technologies.
All visual and graphical assets, including character designs, user interfaces, background art, and promotional materials, were entirely created by artists in our development team. No AI-generated visual content was used in any part of the game.
This game utilizes AI technology for coding. This has led to a dramatic improvement in coding, which is a difficult task for the creators, leading to increased efficiency.
Artwork is created manually by the development team.
All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits.
Clicked the AI tag because I used ChatGPT to help me generate code to have easier (for me) control over moving windows with the Bestiary plugin. I also used it to create the "drop % of party currency on escape" mechanic. That's all it's been used for, nothing else.
Sketch Play includes an in-game assistant called Scholia. When you ask her to look at a page, she reads your drawing and writes back her impressions, a few things to try next, and an experience-point reward. That written feedback is generated by Gemma 4 E2B, a small open-weights AI model.
Scholia cannot draw. She has no ability to generate images, alter your artwork, or add anything to the page. Everything in your sketchbook is drawn by you and the people you invite.
The model runs entirely on your own computer. No account or internet connection is required, nothing you draw is uploaded, and none of your work is used to train anything.
Her notes are one opinion, and she has biases.
Some visual elements in Escoba were created using artificial intelligence-assisted tools. Specifically:
The achievement icons were generated with the help of AI to achieve a consistent and stylised appearance.
Some visual elements in the shop, such as the background illustrations featuring page, were also generated using AI and then manually edited to fit the overall aesthetic of the game.
No playable characters, animations, or core gameplay graphics were created using AI. AI-generated elements are limited to supporting visual content, and all art was reviewed and polished by human artists before being included in the game.