Public Steam disclosure research25,497 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.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
All spoken dialogue in KRIS: The Last Good Summer is generated using AI text-to-speech technology, in both English and German. No other game content (art, music, writing, or code) uses generative AI.
Generative AI tools were used during development to assist with programming and some UI design. The game's overall creative direction, artwork, 3D environments, world design, and curation were created and directed by the developer.
Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service.
Generative AI tools were used during the development of Only Up: 2D Platformer to create and assist with certain game content. This includes portions of the game's code, some visual assets, the soundtrack, and additional localization content.
AI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery.
AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets.
Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Background artwork and enemy character art in this game were created with the assistance of AI image-generation tools, then curated and refined by the developer. All AI-assisted content is pre-rendered during development — nothing is generated live during gameplay. Story, dialogue, and game design are entirely human-authored.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.
Some art, icons, music, sound effects, and marketing or store assets were created or assisted with generative AI tools during development, then reviewed and curated by the team. The game does not generate new AI content in real time during gameplay and does not connect to external AI services while you play.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product.
MindUP uses some pre-rendered AI-assisted visual, audio, and promotional assets. The game does not use live generative AI during gameplay, and no player prompts or AI-generated gameplay content are created at runtime.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
At Dual Horizon Games, generative AI was one tool used during development as part of a broader creative process led by our team. No AI-generated content is created during gameplay.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI was used to assist in creating some visual assets, including certain background images and the game start screen artwork. Other game content, including gameplay, programming, character design, and world-building, was created independently by the development team.
Generative AI tools were used during development to assist with portions of the programming, user interface and text presentation implementation, as well as initial drafts of some localizations. The game’s setting, narrative text, visual design, and all final content were created and determined by the developer. No generative image models were used, and the game does not connect to or invoke any generative AI services at runtime. It contains no live-generated content.
As a small indie studio, we set out to bring as many of our ideas to life as possible and deliver a deep gaming experience. To turn these ambitions into reality, we utilized AI as an assistant tool. Neural networks helped us write code, create some of the art, and voice the characters. However, the entire creative concept, the design of the interactive diary, the shadow theater sequence, and the overall atmosphere of the project are completely the result of our human imagination and direction.
Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
All spoken dialogue in KRIS: The Last Good Summer is generated using AI text-to-speech technology, in both English and German. No other game content (art, music, writing, or code) uses generative AI.
Generative AI tools were used during development to assist with programming and some UI design. The game's overall creative direction, artwork, 3D environments, world design, and curation were created and directed by the developer.
Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service.
Generative AI tools were used during the development of Only Up: 2D Platformer to create and assist with certain game content. This includes portions of the game's code, some visual assets, the soundtrack, and additional localization content.
AI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery.
AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets.
Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Background artwork and enemy character art in this game were created with the assistance of AI image-generation tools, then curated and refined by the developer. All AI-assisted content is pre-rendered during development — nothing is generated live during gameplay. Story, dialogue, and game design are entirely human-authored.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.
Some art, icons, music, sound effects, and marketing or store assets were created or assisted with generative AI tools during development, then reviewed and curated by the team. The game does not generate new AI content in real time during gameplay and does not connect to external AI services while you play.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
Generative AI has been used to assist in the creation of certain promotional artwork and visual assets. AI tools have also been used during development to assist with programming, documentation, and iteration. All generated content has been reviewed, integrated, and validated by the developer before being included in the final product.
MindUP uses some pre-rendered AI-assisted visual, audio, and promotional assets. The game does not use live generative AI during gameplay, and no player prompts or AI-generated gameplay content are created at runtime.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
At Dual Horizon Games, generative AI was one tool used during development as part of a broader creative process led by our team. No AI-generated content is created during gameplay.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI was used to assist in creating some visual assets, including certain background images and the game start screen artwork. Other game content, including gameplay, programming, character design, and world-building, was created independently by the development team.
Generative AI tools were used during development to assist with portions of the programming, user interface and text presentation implementation, as well as initial drafts of some localizations. The game’s setting, narrative text, visual design, and all final content were created and determined by the developer. No generative image models were used, and the game does not connect to or invoke any generative AI services at runtime. It contains no live-generated content.
As a small indie studio, we set out to bring as many of our ideas to life as possible and deliver a deep gaming experience. To turn these ambitions into reality, we utilized AI as an assistant tool. Neural networks helped us write code, create some of the art, and voice the characters. However, the entire creative concept, the design of the interactive diary, the shadow theater sequence, and the overall atmosphere of the project are completely the result of our human imagination and direction.
Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI.