Public Steam disclosure research26,458 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.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
The game uses background music and monster vocal effects created with generative AI tools. These audio assets were produced in advance during development. The game does not generate AI content or connect to external AI services during gameplay.
Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay.
Table Night has an optional AI LLM game master: if the host turns it on with their own AI account, a language model narrates the match and judges what players write, while the game rolls the dice and decides every result. The AI is instructed to keep everything suitable for teens. Players' text is sent to the host's AI provider, and any table can be played with a human game master or none instead.
The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz.
AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play.
During development, AI tools assisted with modifying some existing 3D models, procedurally generating some original models and sound effects, coding, and translating the developer's own ending text. All other assets are licensed asset packs, Creative Commons music and real recordings. No AI content is generated during play.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page.
During development, generative AI was used to create some graphical assets and assist with translation from Japanese into other languages. This includes content used in the game, on the store page, and in promotional materials. The gaem does not use generative AI to generate content during gameplay.
Kepler Ascent was made by an independent developer with the help of generative AI tools. AI was used to write part of the game's text (story and AURA's lines), to compose the music and create AURA's synthesized voice, to build some 3D models and cinematic sets (generated through scripts), and to produce the logo and artwork of this store page (rendered from the game's own models). All of this content was created ahead of time and reviewed by the developer. Nothing is generated by AI while you play.
In the game and on this store page, AI was used only for translation: the translations were drafted with AI tools and reviewed by the developer. No AI image generators, AI music or AI voices were used.
Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Character art, portraits, monsters, backgrounds, item and skill icons, and story illustrations were created with AI image-generation tools, then selected, reviewed and laid out in the game by the developers. The background music was created with an AI music-generation tool (Suno). The code and text were written with AI assistance and reviewed by the developers. The game does not generate any AI content while it runs.
Some pre-generated artwork was created with the help of generative AI tools and then edited by the developer, including store and marketing images and some loading-screen art. No AI content is generated live while you play, and the game does not connect to any AI service.
Generative AI was used in the creation of images and music in the game. This content was generated and edited during development. No content is generated by AI during gameplay.
AI tools helped create some artwork, textures, visual effects, sound effects, ambience, instrumental music, translations, and store text. These are pre-generated, fixed assets. No AI content is generated and no third-party AI service is contacted during gameplay.
Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay.
Some content in this game and its store materials was created with the help of generative AI:
- Sound effects and background music were generated with Stable Audio (Stability AI) and edited by the developer.
- The trailer narration was generated with ElevenLabs.
- The store capsule artwork was created with Google's image-generation AI (Nano Banana) and finished by hand.
Cat vocalizations (meows, purrs, hisses) are real recordings, not AI-generated. The game does not generate any content with AI during gameplay.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
Some of the artwork and all original background music in this game were created with the assistance of generative AI. All AI-assisted content was manually reviewed and checked for copyright compliance before release.
The game does not generate any AI content in real time during gameplay, nor does it connect to any external AI services. All consumable content is pre-generated during development and distributed as part of the game.
Generative AI was used to create some of the game's content. The illustrations and the characters (character designs and artwork and models) were created with the help of generative AI tools, then selected, edited and integrated by the developer. Some English localization text (UI and character descriptions) and the store page description were also drafted with an AI assistant and reviewed and edited by the developer. The game does not generate any content with AI while it is running.
Generative AI tools were used to create store artwork and portions of in-game text, customer support dialogue, and German/English localization during development. Development also used AI-assisted programming. Optional: customer support conversations can be generated live by a language model if the player chooses. This feature is switched off by default. The AI only writes short customer replies; game rules, costs and outcomes are decided solely by the game. The model runs on a server operated by the developer, and no third-party external AI service is used. Without this feature, the game uses fixed default dialogue.
Frogs Can Jump uses generative AI only as a writing aid during development.
The game's text content (interface text) localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Order of the Crystalline Tortoise was created using generative AI throughout development, including its game code, 3D models, interface art, sound and text. The models were built by AI agents writing Blender scripts, the poster is drawn by code, and the music and sound effects were synthesized by code, with gull calls from a CC0 field recording. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy.
This game includes pre-generated artwork, music, and text created with generative AI. The game does not generate AI content during gameplay or connect to external AI services.
The game's sound effects were created with AI audio-generation tools during development, then selected and level-matched by the developer. Nothing is generated by AI while you play.
Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer.
This game contains pre-generated content only: no AI generates content during gameplay. The game's translations (English, German, Italian, Spanish) and the store page texts were produced with the help of AI tools, then reviewed. All in-game visuals are rendered from the game's own 3D models.
Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words.
Generative AI tools were used for parts of this game during development: some story and dialogue text, the English localization, store page text, and some of the code that draws patterns and shapes. The developer directed all of it, chose what to keep, and reviewed and edited every piece. The music and sound effects were not made with AI, and nothing is generated by AI while you play.
This game uses generative AI tools for the creation of certain static visual assets, including background images, loading screens, character portraits, marketing materials, and depictions of aircraft.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
The game uses background music and monster vocal effects created with generative AI tools. These audio assets were produced in advance during development. The game does not generate AI content or connect to external AI services during gameplay.
Se han utilizado herramientas de inteligencia artificial generativa durante el desarrollo para ayudar en la creación y adaptación de algunos recursos del juego, como modelos 3D, imágenes, audio y otros elementos gráficos. Todo el contenido generado con IA ha sido revisado y preparado previamente antes de incluirse en el juego. El juego no genera contenido mediante IA en tiempo real ni se conecta a servicios externos de IA durante la partida.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay.
Table Night has an optional AI LLM game master: if the host turns it on with their own AI account, a language model narrates the match and judges what players write, while the game rolls the dice and decides every result. The AI is instructed to keep everything suitable for teens. Players' text is sent to the host's AI provider, and any table can be played with a human game master or none instead.
The songs currently featured in the ORECATRAZ demo and playtest were created using AI. During the playtest phase, we aim to connect with musicians who enjoy the game and share our creative vision. Our goal is to replace these AI-generated songs with original music composed specifically for Orecatraz.
AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play.
During development, AI tools assisted with modifying some existing 3D models, procedurally generating some original models and sound effects, coding, and translating the developer's own ending text. All other assets are licensed asset packs, Creative Commons music and real recordings. No AI content is generated during play.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page.
During development, generative AI was used to create some graphical assets and assist with translation from Japanese into other languages. This includes content used in the game, on the store page, and in promotional materials. The gaem does not use generative AI to generate content during gameplay.
Kepler Ascent was made by an independent developer with the help of generative AI tools. AI was used to write part of the game's text (story and AURA's lines), to compose the music and create AURA's synthesized voice, to build some 3D models and cinematic sets (generated through scripts), and to produce the logo and artwork of this store page (rendered from the game's own models). All of this content was created ahead of time and reviewed by the developer. Nothing is generated by AI while you play.
In the game and on this store page, AI was used only for translation: the translations were drafted with AI tools and reviewed by the developer. No AI image generators, AI music or AI voices were used.
Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Character art, portraits, monsters, backgrounds, item and skill icons, and story illustrations were created with AI image-generation tools, then selected, reviewed and laid out in the game by the developers. The background music was created with an AI music-generation tool (Suno). The code and text were written with AI assistance and reviewed by the developers. The game does not generate any AI content while it runs.
Some pre-generated artwork was created with the help of generative AI tools and then edited by the developer, including store and marketing images and some loading-screen art. No AI content is generated live while you play, and the game does not connect to any AI service.
Generative AI was used in the creation of images and music in the game. This content was generated and edited during development. No content is generated by AI during gameplay.
AI tools helped create some artwork, textures, visual effects, sound effects, ambience, instrumental music, translations, and store text. These are pre-generated, fixed assets. No AI content is generated and no third-party AI service is contacted during gameplay.
Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay.
Some content in this game and its store materials was created with the help of generative AI:
- Sound effects and background music were generated with Stable Audio (Stability AI) and edited by the developer.
- The trailer narration was generated with ElevenLabs.
- The store capsule artwork was created with Google's image-generation AI (Nano Banana) and finished by hand.
Cat vocalizations (meows, purrs, hisses) are real recordings, not AI-generated. The game does not generate any content with AI during gameplay.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI tools were used to assist with the creation of some pre-generated marketing text and promotional content for the game. The game does not use live-generated AI during gameplay.
Some of the artwork and all original background music in this game were created with the assistance of generative AI. All AI-assisted content was manually reviewed and checked for copyright compliance before release.
The game does not generate any AI content in real time during gameplay, nor does it connect to any external AI services. All consumable content is pre-generated during development and distributed as part of the game.
Generative AI was used to create some of the game's content. The illustrations and the characters (character designs and artwork and models) were created with the help of generative AI tools, then selected, edited and integrated by the developer. Some English localization text (UI and character descriptions) and the store page description were also drafted with an AI assistant and reviewed and edited by the developer. The game does not generate any content with AI while it is running.
Generative AI tools were used to create store artwork and portions of in-game text, customer support dialogue, and German/English localization during development. Development also used AI-assisted programming. Optional: customer support conversations can be generated live by a language model if the player chooses. This feature is switched off by default. The AI only writes short customer replies; game rules, costs and outcomes are decided solely by the game. The model runs on a server operated by the developer, and no third-party external AI service is used. Without this feature, the game uses fixed default dialogue.
Frogs Can Jump uses generative AI only as a writing aid during development.
The game's text content (interface text) localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Order of the Crystalline Tortoise was created using generative AI throughout development, including its game code, 3D models, interface art, sound and text. The models were built by AI agents writing Blender scripts, the poster is drawn by code, and the music and sound effects were synthesized by code, with gull calls from a CC0 field recording. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy.
This game includes pre-generated artwork, music, and text created with generative AI. The game does not generate AI content during gameplay or connect to external AI services.
The game's sound effects were created with AI audio-generation tools during development, then selected and level-matched by the developer. Nothing is generated by AI while you play.
Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer.
This game contains pre-generated content only: no AI generates content during gameplay. The game's translations (English, German, Italian, Spanish) and the store page texts were produced with the help of AI tools, then reviewed. All in-game visuals are rendered from the game's own 3D models.
Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words.
Generative AI tools were used for parts of this game during development: some story and dialogue text, the English localization, store page text, and some of the code that draws patterns and shapes. The developer directed all of it, chose what to keep, and reviewed and edited every piece. The music and sound effects were not made with AI, and nothing is generated by AI while you play.
This game uses generative AI tools for the creation of certain static visual assets, including background images, loading screens, character portraits, marketing materials, and depictions of aircraft.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.