Public Steam disclosure research25,727 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.
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
🎵 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."
The promotional video in the game uses MIDJOURNEY to generate keyframe images and AI video generation software to synthesize animated videos of "past events" in the game. In the inspiration for building some game models, AI concept image production experiments were used
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.
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.
AI was used to create the visual art, music, voices, and sound effects. Abomination Ops was developed to demonstrate how modern artificial intelligence tools can be harnessed to craft a fully cinematic experience accessible to everyone. The story, world, and characters were conceived and written by a human being.
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.
This game uses generative AI to create real-time in-game content such as character dialogue and ambient sound. All AI-generated content is moderated and filtered to prevent inappropriate or infringing material. Players can report content directly through in-game tools or the Steam interface.
The game uses pre-created images (background illustrations and some in-game items) generated using generative AI tools. All such content has been edited, stylized, and integrated by the development team, and will be replaced before release.
Artificial intelligence was used to pre-generate texts about objects (e.g. dinosaurs), assist in building the shop page, and create a few AI-generated images in the game.
AI was utilized to generate portions of the game's text, 3D models, textures, and code. These elements were subsequently edited and finalized by the developer.
The game is created by myself.
Hand made logic, scripting, scenario, animation and music.
As a solo developer, AI was carefully used to help me creating only 3D models and some illustrations.
During development, illustrations (e.g., game over screen) were created using ChatGPT’s image generation features, based on hand-drawn sketches and developer-provided prompts. All AI-generated content was manually reviewed and selected by the developer. No AI is used during gameplay, and no live content or code is generated in-game.
AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players.
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
🎵 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."
The promotional video in the game uses MIDJOURNEY to generate keyframe images and AI video generation software to synthesize animated videos of "past events" in the game. In the inspiration for building some game models, AI concept image production experiments were used
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.
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.
AI was used to create the visual art, music, voices, and sound effects. Abomination Ops was developed to demonstrate how modern artificial intelligence tools can be harnessed to craft a fully cinematic experience accessible to everyone. The story, world, and characters were conceived and written by a human being.
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.
This game uses generative AI to create real-time in-game content such as character dialogue and ambient sound. All AI-generated content is moderated and filtered to prevent inappropriate or infringing material. Players can report content directly through in-game tools or the Steam interface.
The game uses pre-created images (background illustrations and some in-game items) generated using generative AI tools. All such content has been edited, stylized, and integrated by the development team, and will be replaced before release.
Artificial intelligence was used to pre-generate texts about objects (e.g. dinosaurs), assist in building the shop page, and create a few AI-generated images in the game.
AI was utilized to generate portions of the game's text, 3D models, textures, and code. These elements were subsequently edited and finalized by the developer.
The game is created by myself.
Hand made logic, scripting, scenario, animation and music.
As a solo developer, AI was carefully used to help me creating only 3D models and some illustrations.
During development, illustrations (e.g., game over screen) were created using ChatGPT’s image generation features, based on hand-drawn sketches and developer-provided prompts. All AI-generated content was manually reviewed and selected by the developer. No AI is used during gameplay, and no live content or code is generated in-game.
AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players.