Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
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This index adds cross-game classifications and statistics to
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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.
Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game.
Generative AI tools were used during development to assist with selected pre-generated text and localization included in the game, its Steam store page and marketing materials. No generative AI content is created during gameplay.
The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance.
Disclosure regarding Generative AI
This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets.
Generative AI tools were used during development to create some in-game artwork, including robot sprites and relic icons, and promotional artwork, including the game logo and Steam store artwork. These assets are pre-generated. The game does not generate AI content or connect to AI services during gameplay.
The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play.
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
In the game itself, all graphics and sound effects are drawn and synthesized by the game's own code, which was also written with AI assistance. The game contains no AI-generated image, voice or music files, and nothing is generated by AI while you play.
Generative AI tools were used during development to assist in the creation of 3D models and other visual assets. AI-assisted development tools were also used extensively for programming and implementation. All generated and AI-assisted content was reviewed, directed, and integrated by the developer. No generative AI is used at runtime.
The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play.
AI tools were used to translate the store page text and some localizations. All in-game art, 3D models, animations, music and sound effects are not AI-generated.
ZANOKA is made by a solo developer. All of its art began as hand-made drawings, sketches and pixel art, including concept art by artist Malaika Raheel. AI-assisted tools were used for polishing, frame interpolation and translation.
AI tools assisted with localization, store-page text, and preparation of promotional artwork. This content is prepared in advance. The game does not use AI to generate content during gameplay or connect to external AI services.
Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation.
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
AI-assisted tools were used during development to create and edit visual assets, including characters, equipment, creatures, environments, UI and store illustrations, and to assist with story text and localization. Music and sound effects were made using AI-assisted synthesis code and composition rules. The game uses prepared assets and predefined effects; it does not generate AI content or connect to generative AI services during play.
Some store artwork (key art, logo and capsule images) and some in-game icons were created with the help of generative AI tools, then reviewed and edited by the developer. Some in-game text translations were drafted with AI and reviewed by the developer. 3D models, textures and animations come from licensed asset packs. No content is generated by AI while you play.
Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay.
AI was only used to translate the game into its different languages, to polish Dr. Ferrán's dialogue in each of them, and to polish the game's description on the Steam page. The original lines were written by us in Spanish.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Generative AI was used during development to create some character models and visual assets, promotional artwork, and to assist with text and localization. These assets are prepared in advance and included with the game or its store and marketing materials. No AI-generated content is created during gameplay, and the game does not connect to external generative AI services.
During development we used procedural and AI-assisted tools to help create some content. The game does not generate any content with AI while you play.
Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used to create visual artwork for the game and its marketing, and to assist with store-page text. These materials are prepared in advance. Temple Breaker does not generate content with AI during gameplay.
Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay.
Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans.
The remake's 3D robots, arenas and animation were produced with AI-assisted generation tools (image-to-3D and image generation) from the original game's designs, then authored, repaired and reviewed by hand in Blender and Unreal. The menu art shown in HD is AI-remastered from the original game's pictures, and the store page artwork was AI-generated from renders of our in-game robots. All AI content is pre-made during development; nothing is generated while you play. The music and sound effects are the original recordings, remastered without AI.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Pop 1,000,000 Hot Air Balloons was created using generative AI throughout development, including its artwork and visuals, store artwork, music, sound effects, player-facing text, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy.
Farmkill Remastered brings back the game our small team originally created for iPad in 2012. For its PC remaster, we used AI tools to upscale, sharpen and redraw the original low-resolution artwork, preserving the characters and visual designs while restoring detail for larger screens.
We also used generative AI to create new artwork, music, character voices, sound effects, written content and animated cutscenes, including assets used in the store artwork and trailer. This content was generated during development, then selected and integrated under the developer’s creative direction. The game does not generate AI content during play.
Generative AI was used to assist with some pre-generated 2D artwork. All AI-assisted assets were selected, edited and integrated by the developer. No generative AI is used during gameplay.
The game's pixel art (characters, enemies, bosses, environment tiles and props, effects, UI icons) was created with the help of the AI tool PixelLab and then selected, edited, animated and assembled by the developer. The key art, logo, app icon, music and sound effects were generated with Higgsfield and then edited and mixed by the developer. The trailer's opening and closing cinematic shots are AI-animated from the game's key art. All gameplay, code and design are the developer's own. The game does not generate any content with AI while it runs.
Pre-generated AI content only; nothing is generated live during gameplay.
- Some 3D assets (character models, the seeker's bandana and a few props) were
created with AI-assisted 3D generation tools, then edited, rigged and adjusted
by hand before being used in the game.
- Some 2D images (in-game "how to play" board, UI art) were created with AI image
tools and edited by hand.
- Parts of the in-game text localization were produced with AI translation and
reviewed by the developer.
All AI-generated assets were reviewed by us and we hold the rights required to
use and distribute them.
Generative AI was used during development to create early drafts of some graphical resources and to help further develop and refine game design concepts. All AI-assisted materials were reviewed and adjusted by the development team before being used in the final game.
Generative AI tools were used during development to assist with selected pre-generated text and localization included in the game, its Steam store page and marketing materials. No generative AI content is created during gameplay.
The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance.
Disclosure regarding Generative AI
This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets.
Generative AI tools were used during development to create some in-game artwork, including robot sprites and relic icons, and promotional artwork, including the game logo and Steam store artwork. These assets are pre-generated. The game does not generate AI content or connect to AI services during gameplay.
The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Some 3D models and character animations were generated with Meshy and then edited by our team in Blender. Some 2D artwork (backdrops, posters, signage art) was generated with Stable Diffusion XL and finished by hand. Some sound effects, ambience and the trailer music were generated with ElevenLabs. The Boss and announcer voice lines use text-to-speech. The game's translations were produced with AI and are being reviewed. No AI content is generated while you play.
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
In the game itself, all graphics and sound effects are drawn and synthesized by the game's own code, which was also written with AI assistance. The game contains no AI-generated image, voice or music files, and nothing is generated by AI while you play.
Generative AI tools were used during development to assist in the creation of 3D models and other visual assets. AI-assisted development tools were also used extensively for programming and implementation. All generated and AI-assisted content was reviewed, directed, and integrated by the developer. No generative AI is used at runtime.
The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play.
AI tools were used to translate the store page text and some localizations. All in-game art, 3D models, animations, music and sound effects are not AI-generated.
ZANOKA is made by a solo developer. All of its art began as hand-made drawings, sketches and pixel art, including concept art by artist Malaika Raheel. AI-assisted tools were used for polishing, frame interpolation and translation.
AI tools assisted with localization, store-page text, and preparation of promotional artwork. This content is prepared in advance. The game does not use AI to generate content during gameplay or connect to external AI services.
Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation.
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
AI-assisted tools were used during development to create and edit visual assets, including characters, equipment, creatures, environments, UI and store illustrations, and to assist with story text and localization. Music and sound effects were made using AI-assisted synthesis code and composition rules. The game uses prepared assets and predefined effects; it does not generate AI content or connect to generative AI services during play.
Some store artwork (key art, logo and capsule images) and some in-game icons were created with the help of generative AI tools, then reviewed and edited by the developer. Some in-game text translations were drafted with AI and reviewed by the developer. 3D models, textures and animations come from licensed asset packs. No content is generated by AI while you play.
Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay.
AI was only used to translate the game into its different languages, to polish Dr. Ferrán's dialogue in each of them, and to polish the game's description on the Steam page. The original lines were written by us in Spanish.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Generative AI was used during development to create some character models and visual assets, promotional artwork, and to assist with text and localization. These assets are prepared in advance and included with the game or its store and marketing materials. No AI-generated content is created during gameplay, and the game does not connect to external generative AI services.
During development we used procedural and AI-assisted tools to help create some content. The game does not generate any content with AI while you play.
Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used to create visual artwork for the game and its marketing, and to assist with store-page text. These materials are prepared in advance. Temple Breaker does not generate content with AI during gameplay.
Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay.
Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans.
The remake's 3D robots, arenas and animation were produced with AI-assisted generation tools (image-to-3D and image generation) from the original game's designs, then authored, repaired and reviewed by hand in Blender and Unreal. The menu art shown in HD is AI-remastered from the original game's pictures, and the store page artwork was AI-generated from renders of our in-game robots. All AI content is pre-made during development; nothing is generated while you play. The music and sound effects are the original recordings, remastered without AI.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Pop 1,000,000 Hot Air Balloons was created using generative AI throughout development, including its artwork and visuals, store artwork, music, sound effects, player-facing text, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy.
Farmkill Remastered brings back the game our small team originally created for iPad in 2012. For its PC remaster, we used AI tools to upscale, sharpen and redraw the original low-resolution artwork, preserving the characters and visual designs while restoring detail for larger screens.
We also used generative AI to create new artwork, music, character voices, sound effects, written content and animated cutscenes, including assets used in the store artwork and trailer. This content was generated during development, then selected and integrated under the developer’s creative direction. The game does not generate AI content during play.
Generative AI was used to assist with some pre-generated 2D artwork. All AI-assisted assets were selected, edited and integrated by the developer. No generative AI is used during gameplay.
The game's pixel art (characters, enemies, bosses, environment tiles and props, effects, UI icons) was created with the help of the AI tool PixelLab and then selected, edited, animated and assembled by the developer. The key art, logo, app icon, music and sound effects were generated with Higgsfield and then edited and mixed by the developer. The trailer's opening and closing cinematic shots are AI-animated from the game's key art. All gameplay, code and design are the developer's own. The game does not generate any content with AI while it runs.
Pre-generated AI content only; nothing is generated live during gameplay.
- Some 3D assets (character models, the seeker's bandana and a few props) were
created with AI-assisted 3D generation tools, then edited, rigged and adjusted
by hand before being used in the game.
- Some 2D images (in-game "how to play" board, UI art) were created with AI image
tools and edited by hand.
- Parts of the in-game text localization were produced with AI translation and
reviewed by the developer.
All AI-generated assets were reviewed by us and we hold the rights required to
use and distribute them.