Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
Generative AI tools were used to create illustrations, brief pre-rendered animated sequences, and some store and promotional artwork under the author's direction, selection, and editing. AI tools were also used to assist with translation and language editing. The original novel and its story were written by Takahiro Yonemura. No content is generated by AI while the application is running.
Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Xuanji · Diaochan uses a live generative AI to produce Diaochan's dialogue and spoken responses in real time. Every line of conversation and every spoken reply is generated by the model during play, not pre-written.
The character artwork, scene illustrations, music, and sound effects in this game are created by our team without generative AI.
Guardrails in place:
A historical-fiction persona that keeps Diaochan in character as a 2nd-century figure and prevents her from speaking as a modern AI assistant.
Retrieval-augmented responses grounded in a curated corpus of Han dynasty historical texts, so factual claims can be checked against primary sources.
Pre-filtering of user inputs and post-filtering of model outputs against blocklists for sexual, violent, and politically sensitive content.
An in-product report button on every response, plus mute and memory-reset controls.
Players can also report any in-game AI response they consider inappropriate through the Steam overlay.
Generative AI tools were used during development to assist with the creation of visual assets (backgrounds, character art, and UI elements), draft narrative ideas, and compose the background music. All generated visual and text materials were curated, manually edited, and refined by the developer.
All code and art assets in this game are created with generative‑AI assistance and manually modified. Thanks to AI, I can realize my ideas without programming or art skills.
Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself.
You can disable these features in the settings without impacting gameplay.
Generative AI tools were used during development to assist with some 2D background artwork and decorative visual assets. All AI-assisted assets were reviewed and edited before inclusion. The game does not use generative AI during gameplay, and no player input or data is sent to generative AI services. Puzzles and answers are not generated by AI.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
Some assets in this game were created with the help of generative AI: background and character art, UI and achievement icons, music and sound effects, and promotional material such as the trailer. All of them were selected, edited and checked by hand before use. The script and all in-game text were written by a human. The game performs no AI generation at runtime and connects to no external AI service.
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.
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction.
The in-game images in this title were created using generative AI and then reviewed and edited by the developer. The story, scenario, and game design are the developer's own work.
Generative AI tools were used during the creation of some visual materials for the game. These materials were subsequently manually edited, refined, and adapted to match the project’s visual style. The game does not generate AI content during gameplay.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
English: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions.
Generative AI tools were used during development: to assist with writing the game code, to draft in-game and store text, and to produce store graphics (capsules, icons). The simulation itself runs on deterministic algorithms; no content is generated by AI at runtime.
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.
This game uses generative artificial intelligence to assist with story planning, writing, and editing, as well as to create character artwork, backgrounds, event illustrations, music, and selected sound effects. All generated content was reviewed, selected, revised, and edited by the developer before being incorporated into the game.
All AI-generated content was created in advance during development. The game does not generate new content while you play, and no player input or personal information is sent to any generative AI service.
Generative AI tools were used during development to assist with brainstorming and editing some mission and other written content. All generated suggestions were reviewed and edited by me before inclusion in the game.
Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns.
Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures.
AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
Generative AI tools were used to create illustrations, brief pre-rendered animated sequences, and some store and promotional artwork under the author's direction, selection, and editing. AI tools were also used to assist with translation and language editing. The original novel and its story were written by Takahiro Yonemura. No content is generated by AI while the application is running.
Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Xuanji · Diaochan uses a live generative AI to produce Diaochan's dialogue and spoken responses in real time. Every line of conversation and every spoken reply is generated by the model during play, not pre-written.
The character artwork, scene illustrations, music, and sound effects in this game are created by our team without generative AI.
Guardrails in place:
A historical-fiction persona that keeps Diaochan in character as a 2nd-century figure and prevents her from speaking as a modern AI assistant.
Retrieval-augmented responses grounded in a curated corpus of Han dynasty historical texts, so factual claims can be checked against primary sources.
Pre-filtering of user inputs and post-filtering of model outputs against blocklists for sexual, violent, and politically sensitive content.
An in-product report button on every response, plus mute and memory-reset controls.
Players can also report any in-game AI response they consider inappropriate through the Steam overlay.
Generative AI tools were used during development to assist with the creation of visual assets (backgrounds, character art, and UI elements), draft narrative ideas, and compose the background music. All generated visual and text materials were curated, manually edited, and refined by the developer.
All code and art assets in this game are created with generative‑AI assistance and manually modified. Thanks to AI, I can realize my ideas without programming or art skills.
Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself.
You can disable these features in the settings without impacting gameplay.
Generative AI tools were used during development to assist with some 2D background artwork and decorative visual assets. All AI-assisted assets were reviewed and edited before inclusion. The game does not use generative AI during gameplay, and no player input or data is sent to generative AI services. Puzzles and answers are not generated by AI.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
Some assets in this game were created with the help of generative AI: background and character art, UI and achievement icons, music and sound effects, and promotional material such as the trailer. All of them were selected, edited and checked by hand before use. The script and all in-game text were written by a human. The game performs no AI generation at runtime and connects to no external AI service.
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.
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction.
The in-game images in this title were created using generative AI and then reviewed and edited by the developer. The story, scenario, and game design are the developer's own work.
Generative AI tools were used during the creation of some visual materials for the game. These materials were subsequently manually edited, refined, and adapted to match the project’s visual style. The game does not generate AI content during gameplay.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
English: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions.
Generative AI tools were used during development: to assist with writing the game code, to draft in-game and store text, and to produce store graphics (capsules, icons). The simulation itself runs on deterministic algorithms; no content is generated by AI at runtime.
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.
This game uses generative artificial intelligence to assist with story planning, writing, and editing, as well as to create character artwork, backgrounds, event illustrations, music, and selected sound effects. All generated content was reviewed, selected, revised, and edited by the developer before being incorporated into the game.
All AI-generated content was created in advance during development. The game does not generate new content while you play, and no player input or personal information is sent to any generative AI service.
Generative AI tools were used during development to assist with brainstorming and editing some mission and other written content. All generated suggestions were reviewed and edited by me before inclusion in the game.
Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns.
Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures.