Public Steam disclosure research25,376 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.
Generative AI was used during development to create some environment artwork and branding, and to assist with localization and store text. The game does not generate AI content during play or connect to external AI services.
During the development process, our team may utilize AI-based tools in a limited, supplementary capacity to support content creation. This includes the creation of certain 2D prop assets and soundtrack pieces, as well as the localization of some languages. In all cases, the final touches and quality review were carried out by our own team, and the final product reflects our team's creativity and artistic expression.
We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits.
I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials.
The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Some visual assets, including map backgrounds, concept art, and hero and creature models, were created with the help of AI image and 3D generation tools. The developer then edited, rigged, animated and integrated them by hand. Some text, including translations into the supported languages and store copy, was drafted with AI assistance and reviewed by the developer. The voice-over in the trailer was generated with an AI voice tool.
The game does not generate any content with AI during gameplay.
Generative AI was used to assist in the creation and iteration of selected visual assets and marketing materials. All final content was reviewed, selected, and integrated by the developer. No generative AI is used during gameplay.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running.
AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game.
Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed.
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer.
The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team.
Artificial intelligence has been used in visual and music production, as well as to accelerate coding.
The development team has been responsible for final touches and decisions since the very beginning of the game's design.
Some artwork used on this store page and in marketing materials (key art and capsule images), and some in-game 2D art such as item icons, was created with the help of generative AI tools and then selected, edited and composited by the developer. The game does not generate any AI content during gameplay and does not connect to any AI service.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
AI tools were used during development to help write code, store and in-game text, translations, and the code that draws some icons. All output was reviewed and edited by the developer. The game does not generate any content with AI while you play.
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
Some content in this game was created with the help of generative AI during development.
- Drafts of in-game text such as news articles, interviews and guidance messages
- Translations into languages other than Korean
- Some graphic elements, such as karts and maps
All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play.
Generative AI was used during development to create visual assets, including backgrounds, character and enemy artwork, item icons, and story illustrations. AI was also used to create in-game text and story content, translate in-game text, and draft and translate the Steam store description. The game does not generate AI content or connect to external AI services during gameplay.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace some placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay.
Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer.
Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use.
Generative AI was also used during development to assist with programming and debugging.
No generative AI is used to generate content during gameplay.
Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets.
We don’t particularly like using AI.
Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”.
So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life.
But don’t worry, we haven’t handed over the steering wheel to the robots just yet.
Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist.
As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so.
Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects.
Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it.
The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game.
No generative AI creates content while you play.
The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play.
Generative AI was used during development to create some environment artwork and branding, and to assist with localization and store text. The game does not generate AI content during play or connect to external AI services.
During the development process, our team may utilize AI-based tools in a limited, supplementary capacity to support content creation. This includes the creation of certain 2D prop assets and soundtrack pieces, as well as the localization of some languages. In all cases, the final touches and quality review were carried out by our own team, and the final product reflects our team's creativity and artistic expression.
We utilize generative AI tools during the development process to assist in creating certain game assets. Specifically, AI image generation is used to produce some 2D graphical assets, such as item icons, UI backgrounds, or character portraits.
I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials.
The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums.
Realm utilizes generative artificial intelligence for various assets, including artwork, and audio. Additionally, the in-game map creator suite features an integrated AI assistant to help creators realize their vision.
During development we used generative AI tools to create content that ships with the game: character, creature and environment art and animation frames (generated, then edited and assembled by the team), the hunters' short voice lines, the music, some sound effects, and drafts of in-game and store text. All AI-generated content was reviewed, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Some visual assets, including map backgrounds, concept art, and hero and creature models, were created with the help of AI image and 3D generation tools. The developer then edited, rigged, animated and integrated them by hand. Some text, including translations into the supported languages and store copy, was drafted with AI assistance and reviewed by the developer. The voice-over in the trailer was generated with an AI voice tool.
The game does not generate any content with AI during gameplay.
Generative AI was used to assist in the creation and iteration of selected visual assets and marketing materials. All final content was reviewed, selected, and integrated by the developer. No generative AI is used during gameplay.
Some of the game's pre-made content was created with the help of generative AI tools and then edited and checked by the developer: character, monster, item and background artwork, store artwork, music and sound effects. The game does not generate any content with AI while you play.
Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running.
AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game.
Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed.
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer.
The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team.
Artificial intelligence has been used in visual and music production, as well as to accelerate coding.
The development team has been responsible for final touches and decisions since the very beginning of the game's design.
Some artwork used on this store page and in marketing materials (key art and capsule images), and some in-game 2D art such as item icons, was created with the help of generative AI tools and then selected, edited and composited by the developer. The game does not generate any AI content during gameplay and does not connect to any AI service.
Some music, cinematic visuals, voice-over, and promotional artwork were created using generative AI tools, then selected and edited by the developer. All such content is pre-made; no AI content is generated during gameplay.
AI tools were used during development to help write code, store and in-game text, translations, and the code that draws some icons. All output was reviewed and edited by the developer. The game does not generate any content with AI while you play.
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
Some content in this game was created with the help of generative AI during development.
- Drafts of in-game text such as news articles, interviews and guidance messages
- Translations into languages other than Korean
- Some graphic elements, such as karts and maps
All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play.
Generative AI was used during development to create visual assets, including backgrounds, character and enemy artwork, item icons, and story illustrations. AI was also used to create in-game text and story content, translate in-game text, and draft and translate the Steam store description. The game does not generate AI content or connect to external AI services during gameplay.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace some placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay.
Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer.
Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use.
Generative AI was also used during development to assist with programming and debugging.
No generative AI is used to generate content during gameplay.
Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets.
We don’t particularly like using AI.
Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”.
So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life.
But don’t worry, we haven’t handed over the steering wheel to the robots just yet.
Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist.
As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so.
Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects.
Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it.
The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game.
No generative AI creates content while you play.
The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play.