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 of PitWal's artwork and store images were made with help from AI tools and then finished by a person. PitWal's in-app commentary lines were also written with help from AI during development and ship as a fixed set. While you play, PitWal picks from those prewritten lines and fills in your own numbers from your own driving.
PitWal does not run any AI while you play and does not send your data to any AI service. If you want, PitWal lets you connect your own AI assistant, such as Claude or a coding agent local or paid, to read your own data on your own machine. That is optional, uses your own tool, and is never required to use PitWal.
This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product.
Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay.
Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance.
Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision.
The game design, systems, world-building, and writing are entirely human-made.
Automotive Empire is the product of one person's vision, built with the best tools available today.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime.
This game includes limited use of generative artificial intelligence in the creation of certain visual and audio assets. These AI-assisted elements were used to support the development process and are integrated alongside original, human-created content. All assets have been reviewed and curated to ensure they meet the quality and artistic standards of the game.
We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
Generative AI was used to create some visual assets for the Steam store page and promotional materials. AI is not used to generate content, gameplay, or code in real time during gameplay.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Generative AI was used to assist with drafting and editing portions of the Steam store page description and marketing copy. All AI-assisted text was reviewed, revised, and approved by the development team before publication. No AI-generated content is used during gameplay.
ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
Generative AI was used to create 2D artwork, visual assets, and music. All AI-generated content was reviewed and edited by the developer before being included in the game.
Game Arena X uses AI-generated content only to a very limited extent. A small number of UI elements were initially created with the assistance of AI, after which they were extensively refined, adjusted, and customized by our in-house design team.
All other aspects of Game Arena X — including the platform’s concept, visual design, competitive systems, gameplay features, user experience, and overall development — are entirely original and created by our team.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
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.
LIMP MODE is made by a solo developer who uses generative AI as a tool during production.
Where AI was used: the game's code, the cover artwork that all store page capsule images are built from, the songs played on the in-game radio, the spoken lines of one story character (text-to-speech), parts of the in-game visual and audio assets, and the drafting of the English store page and marketing texts. The player character's voice lines are recorded by the developer himself and are not AI-generated.
All game design, mechanics, balancing and creative direction come from the developer. Every AI-assisted result was reviewed and edited by the developer before it shipped.
The game does not generate any content while it is running and does not connect to any AI service 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.
Generative AI was used to assist in the creation of pre-rendered 2D assets, including the store page capsule art, library images, trailer assets, and in-game loading screens.
Quarter Mile contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
Generative AI was used during development to create and iterate on selected pre-rendered 2D artwork, environmental textures, decals, and billboard/sign graphics. These assets were selected, edited, processed, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some of PitWal's artwork and store images were made with help from AI tools and then finished by a person. PitWal's in-app commentary lines were also written with help from AI during development and ship as a fixed set. While you play, PitWal picks from those prewritten lines and fills in your own numbers from your own driving.
PitWal does not run any AI while you play and does not send your data to any AI service. If you want, PitWal lets you connect your own AI assistant, such as Claude or a coding agent local or paid, to read your own data on your own machine. That is optional, uses your own tool, and is never required to use PitWal.
This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product.
Some user interface elements (including UI frames, buttons, panels, and HUD background art) were created with the assistance of generative AI image tools during development, then manually edited, composited, and integrated by the development team. Promotional artwork on the store page (capsule, library header/hero images) also used generative AI assistance and was human-reviewed before publication. No AI is used to generate content during gameplay.
Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance.
Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision.
The game design, systems, world-building, and writing are entirely human-made.
Automotive Empire is the product of one person's vision, built with the best tools available today.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime.
This game includes limited use of generative artificial intelligence in the creation of certain visual and audio assets. These AI-assisted elements were used to support the development process and are integrated alongside original, human-created content. All assets have been reviewed and curated to ensure they meet the quality and artistic standards of the game.
We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
Generative AI was used to create some visual assets for the Steam store page and promotional materials. AI is not used to generate content, gameplay, or code in real time during gameplay.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Generative AI was used to assist with drafting and editing portions of the Steam store page description and marketing copy. All AI-assisted text was reviewed, revised, and approved by the development team before publication. No AI-generated content is used during gameplay.
ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
Generative AI was used to create 2D artwork, visual assets, and music. All AI-generated content was reviewed and edited by the developer before being included in the game.
Game Arena X uses AI-generated content only to a very limited extent. A small number of UI elements were initially created with the assistance of AI, after which they were extensively refined, adjusted, and customized by our in-house design team.
All other aspects of Game Arena X — including the platform’s concept, visual design, competitive systems, gameplay features, user experience, and overall development — are entirely original and created by our team.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
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.
LIMP MODE is made by a solo developer who uses generative AI as a tool during production.
Where AI was used: the game's code, the cover artwork that all store page capsule images are built from, the songs played on the in-game radio, the spoken lines of one story character (text-to-speech), parts of the in-game visual and audio assets, and the drafting of the English store page and marketing texts. The player character's voice lines are recorded by the developer himself and are not AI-generated.
All game design, mechanics, balancing and creative direction come from the developer. Every AI-assisted result was reviewed and edited by the developer before it shipped.
The game does not generate any content while it is running and does not connect to any AI service 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.
Generative AI was used to assist in the creation of pre-rendered 2D assets, including the store page capsule art, library images, trailer assets, and in-game loading screens.
Quarter Mile contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
Generative AI was used during development to create and iterate on selected pre-rendered 2D artwork, environmental textures, decals, and billboard/sign graphics. These assets were selected, edited, processed, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.