Public Steam disclosure research25,376 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.
Some non-interactive artwork was created with generative AI (Midjourney): the main menu, research, and codex background illustrations, the introduction portrait, and store capsule art derived from those illustrations.
Generative AI was used during development to create and refine some 2D visual assets, Steam store artwork, trailer imagery, and localization drafts. All output was reviewed and edited by the developer before inclusion. The game does not generate AI content during play and does not connect to external AI services.
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices.
If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people.
Generative AI was used to assist in the creation of some visual assets used in the game. AI-assisted assets were reviewed and prepared by the development team for use in the game.
Some of the images, music, and song lyrics in this game were created with the
assistance of generative AI tools. The creator performed all prompt design,
selection, editing, arrangement, and integration; every asset was reviewed and
adjusted by hand before being included in the game. The script, game design,
systems, and code were written by the creator.
We've leveraged the capabilities of Generative AI technology to create some of the unique themed backgrounds, characters, and content elements featured in our game. This innovative approach allows us to deliver a richer, more immersive experience, filled with visually captivating and creatively inspired designs that enhance every moment of gameplay.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage.
Some of the artwork in this game — including character portraits, user
interface elements, map and battle backgrounds, unit sprites, and visual
effects — was created with the help of generative AI image tools, then
reviewed, corrected, and assembled by hand before being included in the
game. Some sound effects were produced with AI audio tools in the same way.
All of this content is generated ahead of time and is fixed in the shipped
build. The game does not generate any content while you play, and it does
not connect to any external AI service during gameplay.
Generative AI tools were used during development to assist with drafts and revisions of some pre-generated in-game text, interface copy, localization, and store and library artwork. All resulting content is selected, edited, and reviewed by the developer before shipping. The game does not generate content with AI at runtime.
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
This game was created by a real human, using the Codex development environment. Contains lots of generated artwork and descriptive text, as well as gameplay refinements gained through AI powered balance testing.
This game includes some static images and audio materials that were pre-generated by AI tools during the development stage and have been incorporated into the game. They were not generated in real time.
Generative AI tools were used during development as part of the production workflow for selected visual assets. All such assets were reviewed, refined, and integrated by the development team. No AI content is generated during gameplay, and the game does not connect to external AI services.
Pre-generated generative AI was used during development to create and refine some character illustrations, 3D character models, and selected visual or marketing assets. All generated material was reviewed and edited by the developer before inclusion. The game does not generate AI content during play.
Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization.
Our App employs AI-powered image generation tools to aid in the production of visual assets and background artwork for marketing materials, including store page screenshots and preview assets, as well as for full-screen in-game interfaces such as the home screen and event pages.
Generating general in-game scripts
Music
Level design
In general, the developer uses AI to create like a cubes; ultimately, they decide where to place each cube to build a castle—or, in this case, the video game itself.
Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited.
Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running.
The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses.
Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one.
The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI.
I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward.
As an individual developer, during development of this game, AI tools were heavily used. I disclose this honestly and transparently.
1. In-Game Assets
Illustrations & Art: Unit portraits and the opening cinematic illustrations were generated using AI image models, then manually curated, retouched, and unified in style. All assets were human-reviewed under strict art direction to ensure historical tone and consistency.
Opening Cinematic: Subtle motion effects on the illustrations were produced with an AI image-to-video model and assembled by using the Remotion pipeline.
Background Music: The soundtrack was generated by an AI music model in multiple takes, then human-selected, mixed, and mastered.
Telegram Voice-overs: The historical telegram voice-overs in-game were synthesized by an AI TTS system. Each character's reference voice was human-approved through listening tests before use.
2. Development Assistance
Code: Game code was written and debugged with the aid of AI coding assistants. All code was human-reviewed and validated through automated testing.
Localization: The game supports Simplified Chinese, Traditional Chinese, and English. The English text was AI-drafted and human-proofread.
3. What Is NOT AI-Generated
Historical Text: The telegrams in-game are taken from historical archives, 34 are verbatim transcriptions of the original documents, and 12 were written based on the sources. They were not AI-generated.
Terrain & Map: The battlefield map was procedurally rendered from real elevation data (SRTM), not generated by AI.
Game Balance & Statistics: Troop strength, Unit Introduction, and values were researched and set manually from historical sources, cross-checked for accuracy and play balance.
The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools.
Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets.
Some visual and audio assets in this game were created with the assistance of generative AI tools, and subsequently reviewed, edited, and refined by the developer. The game does not feature live or runtime generative AI during gameplay and does not generate content based on player input.
As part of our early access work, we have used AI-generated images as placeholders for the illustrations on our cards and leader icons. This allows us to iterate quickly and see which game mechanics players like or dislike. We will replace these with human art once we've received enough feedback to finalize what we keep or discard.
As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play.
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest.
Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime.
Generative AI was used as a development tool for this game. An AI assistant helped with programming, game design iteration, and text translation, always under the developer's direction and review. Some 3D models, such as mech parts, are based on assets created with generative AI tools and then adjusted and integrated by the developer. No content is generated by AI during gameplay: enemy behavior is not generative AI, but the same deterministic node-based algorithms that players build themselves.
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
The code, menu, graphics, artwork, effects, localization, sounds and music of Pyramid Wars is vibe coded.
The cover image, shop- and library art is AI generated.
Some non-interactive artwork was created with generative AI (Midjourney): the main menu, research, and codex background illustrations, the introduction portrait, and store capsule art derived from those illustrations.
Generative AI was used during development to create and refine some 2D visual assets, Steam store artwork, trailer imagery, and localization drafts. All output was reviewed and edited by the developer before inclusion. The game does not generate AI content during play and does not connect to external AI services.
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices.
If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people.
Generative AI was used to assist in the creation of some visual assets used in the game. AI-assisted assets were reviewed and prepared by the development team for use in the game.
Some of the images, music, and song lyrics in this game were created with the
assistance of generative AI tools. The creator performed all prompt design,
selection, editing, arrangement, and integration; every asset was reviewed and
adjusted by hand before being included in the game. The script, game design,
systems, and code were written by the creator.
We've leveraged the capabilities of Generative AI technology to create some of the unique themed backgrounds, characters, and content elements featured in our game. This innovative approach allows us to deliver a richer, more immersive experience, filled with visually captivating and creatively inspired designs that enhance every moment of gameplay.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage.
Some of the artwork in this game — including character portraits, user
interface elements, map and battle backgrounds, unit sprites, and visual
effects — was created with the help of generative AI image tools, then
reviewed, corrected, and assembled by hand before being included in the
game. Some sound effects were produced with AI audio tools in the same way.
All of this content is generated ahead of time and is fixed in the shipped
build. The game does not generate any content while you play, and it does
not connect to any external AI service during gameplay.
Generative AI tools were used during development to assist with drafts and revisions of some pre-generated in-game text, interface copy, localization, and store and library artwork. All resulting content is selected, edited, and reviewed by the developer before shipping. The game does not generate content with AI at runtime.
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
This game was created by a real human, using the Codex development environment. Contains lots of generated artwork and descriptive text, as well as gameplay refinements gained through AI powered balance testing.
This game includes some static images and audio materials that were pre-generated by AI tools during the development stage and have been incorporated into the game. They were not generated in real time.
Generative AI tools were used during development as part of the production workflow for selected visual assets. All such assets were reviewed, refined, and integrated by the development team. No AI content is generated during gameplay, and the game does not connect to external AI services.
Pre-generated generative AI was used during development to create and refine some character illustrations, 3D character models, and selected visual or marketing assets. All generated material was reviewed and edited by the developer before inclusion. The game does not generate AI content during play.
Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization.
Our App employs AI-powered image generation tools to aid in the production of visual assets and background artwork for marketing materials, including store page screenshots and preview assets, as well as for full-screen in-game interfaces such as the home screen and event pages.
Generating general in-game scripts
Music
Level design
In general, the developer uses AI to create like a cubes; ultimately, they decide where to place each cube to build a castle—or, in this case, the video game itself.
Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited.
Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running.
The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses.
Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one.
The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI.
I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward.
As an individual developer, during development of this game, AI tools were heavily used. I disclose this honestly and transparently.
1. In-Game Assets
Illustrations & Art: Unit portraits and the opening cinematic illustrations were generated using AI image models, then manually curated, retouched, and unified in style. All assets were human-reviewed under strict art direction to ensure historical tone and consistency.
Opening Cinematic: Subtle motion effects on the illustrations were produced with an AI image-to-video model and assembled by using the Remotion pipeline.
Background Music: The soundtrack was generated by an AI music model in multiple takes, then human-selected, mixed, and mastered.
Telegram Voice-overs: The historical telegram voice-overs in-game were synthesized by an AI TTS system. Each character's reference voice was human-approved through listening tests before use.
2. Development Assistance
Code: Game code was written and debugged with the aid of AI coding assistants. All code was human-reviewed and validated through automated testing.
Localization: The game supports Simplified Chinese, Traditional Chinese, and English. The English text was AI-drafted and human-proofread.
3. What Is NOT AI-Generated
Historical Text: The telegrams in-game are taken from historical archives, 34 are verbatim transcriptions of the original documents, and 12 were written based on the sources. They were not AI-generated.
Terrain & Map: The battlefield map was procedurally rendered from real elevation data (SRTM), not generated by AI.
Game Balance & Statistics: Troop strength, Unit Introduction, and values were researched and set manually from historical sources, cross-checked for accuracy and play balance.
The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools.
Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets.
Some visual and audio assets in this game were created with the assistance of generative AI tools, and subsequently reviewed, edited, and refined by the developer. The game does not feature live or runtime generative AI during gameplay and does not generate content based on player input.
As part of our early access work, we have used AI-generated images as placeholders for the illustrations on our cards and leader icons. This allows us to iterate quickly and see which game mechanics players like or dislike. We will replace these with human art once we've received enough feedback to finalize what we keep or discard.
As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play.
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest.
Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime.
Generative AI was used as a development tool for this game. An AI assistant helped with programming, game design iteration, and text translation, always under the developer's direction and review. Some 3D models, such as mech parts, are based on assets created with generative AI tools and then adjusted and integrated by the developer. No content is generated by AI during gameplay: enemy behavior is not generative AI, but the same deterministic node-based algorithms that players build themselves.
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
The code, menu, graphics, artwork, effects, localization, sounds and music of Pyramid Wars is vibe coded.
The cover image, shop- and library art is AI generated.