Public Steam disclosure research25,497 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
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.
Pre-generated content only. No AI runs while the game is played.
Some monster and boss sprites were generated with PixelLab (an AI pixel-art tool) and then hand-edited, cut into animation strips and cleaned up by the developer. A few background art pieces, such as arcade machine sheets and map-card thumbnails, were generated with Google Gemini and then reworked by hand. The music soundtrack was generated with Suno on a paid licence. Some store page art may be based on these assets.
All gameplay code, the level design, the rest of the sprite art, UI, sound effects and all text were made by the developer without generative AI. The game does not generate any content at runtime.
Some of the game's 2D art, character voice acting, and localization content utilized generative AI assistance during production. All related content was generated and manually reviewed before release; no generative AI-generated content will be used during gameplay.
The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames.
Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator.
The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first.
No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model.
Generative AI was used during development to create and refine some 2D visual assets, Steam store artwork, trailer imagery, and localization drafts. All output was reviewed and edited by the developer before inclusion. The game does not generate AI content during play and does not connect to external AI services.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
Generative AI was used during development to create or assist with code, 2D art, UI assets, icons, music, sound effects, narrative text, localization, and store marketing materials. All AI-assisted content was reviewed, selected, modified, and integrated by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play.
Grimhold's artwork is created by commissioned human artists, and its music is human-made licensed audio. Generative AI tools were used to assist in writing portions of the game's descriptive text and creature lore. All gameplay, code, and design are human-made. The game does not generate any AI content during play and does not connect to external AI services.
We make extensive use of AI throughout this project, from coding and generating image/sound assets to planning, story concepts, and daily life improvements. We truly appreciate your understanding and support. Thanks a ton!
This game uses AI-assisted tools during development, limited exclusively to programming assistance, multilingual translation assistance, drafting assistance for written store page copy, and a synthesized voice used for the narration of our promotional videos.
The narration script is written by the development team. Only the voice reading it is synthesized, and it appears in promotional videos only. It is not part of the game, and no AI-generated output is integrated into the game itself. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. Our sound effects are public domain field recordings, and the music in our videos is licensed from human authors. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
During the development of Spacepawn, generative AI tools were used to speed up coding, create certain in-game visuals, and assist with localization (translations). As an indie developer, AI was utilized as a support tool to fill expertise gaps in non-programming areas such as art design and translation. All AI-generated content has been carefully reviewed and edited by us to ensure it aligns perfectly with the game's overall vision and integrity.
This game uses generative AI to assist in the creation of chimera image assets and text content used in the game. Generative AI is also used to assist with game planning and design, programming and development, and translation into English. All AI-generated content and AI-assisted translation are produced during development. Generative AI is not used to generate new content during gameplay.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Generative artificial intelligence tools were used during development to help create certain visual elements (sprites) and to assist with generating portions of code. No content is generated in real time during gameplay.
Pre-generated generative AI was used to create portions of the game's Steam store marketing artwork, including key art and derived capsule and library images. The released game does not generate AI content at runtime, and players do not directly interact with generative AI.
The game uses generative AI to create molecular structures during gameplay. Molecules are procedurally generated by a generative AI model embedded locally within the game and operating as part of the game’s molecular design system.
The in-game generative AI system is used exclusively for molecular structure generation and does not generate dialogue, artwork, music, or other narrative content during gameplay.
During development, generative AI tools were used to assist with artwork preparation, text polishing, and UI code development.
This game uses generative AI extensively during development to assist with programming and to create art, music, and some written materials. All content included in the final game is manually reviewed, edited, and integrated; no content is generated in real time while the game is running.
Pre-generated AI tools were used during development to assist with portions of source code and localization, and to create the store capsule/key artwork. All outputs were reviewed, edited, and curated by the developers. The game's playable visuals are rendered procedurally by the shipped code. The product contains no live-generative AI, does not accept AI prompts from players, and does not send player data to an AI service.
Generative AI tools assisted with drafting store page copy and written marketing material and some graphic items. The game itself contains no AI-generated content.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with creating and iterating some pre-generated visual assets, UI icons, concept art, text drafts, and development/code prototypes.
All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game.
The game does not use live generative AI during gameplay, does not generate new content for players in real time, and does not send player input or personal data to any AI service.
Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play.
Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending).
We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives.
Any AI agent use has been supervised by humans, these agents have not yet unionised.
Pre-generated content only. No AI runs while the game is played.
Some monster and boss sprites were generated with PixelLab (an AI pixel-art tool) and then hand-edited, cut into animation strips and cleaned up by the developer. A few background art pieces, such as arcade machine sheets and map-card thumbnails, were generated with Google Gemini and then reworked by hand. The music soundtrack was generated with Suno on a paid licence. Some store page art may be based on these assets.
All gameplay code, the level design, the rest of the sprite art, UI, sound effects and all text were made by the developer without generative AI. The game does not generate any content at runtime.
Some of the game's 2D art, character voice acting, and localization content utilized generative AI assistance during production. All related content was generated and manually reviewed before release; no generative AI-generated content will be used during gameplay.
The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames.
Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator.
The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first.
No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model.
Generative AI was used during development to create and refine some 2D visual assets, Steam store artwork, trailer imagery, and localization drafts. All output was reviewed and edited by the developer before inclusion. The game does not generate AI content during play and does not connect to external AI services.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
Generative AI was used during development to create or assist with code, 2D art, UI assets, icons, music, sound effects, narrative text, localization, and store marketing materials. All AI-assisted content was reviewed, selected, modified, and integrated by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play.
Grimhold's artwork is created by commissioned human artists, and its music is human-made licensed audio. Generative AI tools were used to assist in writing portions of the game's descriptive text and creature lore. All gameplay, code, and design are human-made. The game does not generate any AI content during play and does not connect to external AI services.
We make extensive use of AI throughout this project, from coding and generating image/sound assets to planning, story concepts, and daily life improvements. We truly appreciate your understanding and support. Thanks a ton!
This game uses AI-assisted tools during development, limited exclusively to programming assistance, multilingual translation assistance, drafting assistance for written store page copy, and a synthesized voice used for the narration of our promotional videos.
The narration script is written by the development team. Only the voice reading it is synthesized, and it appears in promotional videos only. It is not part of the game, and no AI-generated output is integrated into the game itself. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. Our sound effects are public domain field recordings, and the music in our videos is licensed from human authors. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
During the development of Spacepawn, generative AI tools were used to speed up coding, create certain in-game visuals, and assist with localization (translations). As an indie developer, AI was utilized as a support tool to fill expertise gaps in non-programming areas such as art design and translation. All AI-generated content has been carefully reviewed and edited by us to ensure it aligns perfectly with the game's overall vision and integrity.
This game uses generative AI to assist in the creation of chimera image assets and text content used in the game. Generative AI is also used to assist with game planning and design, programming and development, and translation into English. All AI-generated content and AI-assisted translation are produced during development. Generative AI is not used to generate new content during gameplay.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Generative artificial intelligence tools were used during development to help create certain visual elements (sprites) and to assist with generating portions of code. No content is generated in real time during gameplay.
Pre-generated generative AI was used to create portions of the game's Steam store marketing artwork, including key art and derived capsule and library images. The released game does not generate AI content at runtime, and players do not directly interact with generative AI.
The game uses generative AI to create molecular structures during gameplay. Molecules are procedurally generated by a generative AI model embedded locally within the game and operating as part of the game’s molecular design system.
The in-game generative AI system is used exclusively for molecular structure generation and does not generate dialogue, artwork, music, or other narrative content during gameplay.
During development, generative AI tools were used to assist with artwork preparation, text polishing, and UI code development.
This game uses generative AI extensively during development to assist with programming and to create art, music, and some written materials. All content included in the final game is manually reviewed, edited, and integrated; no content is generated in real time while the game is running.
Pre-generated AI tools were used during development to assist with portions of source code and localization, and to create the store capsule/key artwork. All outputs were reviewed, edited, and curated by the developers. The game's playable visuals are rendered procedurally by the shipped code. The product contains no live-generative AI, does not accept AI prompts from players, and does not send player data to an AI service.
Generative AI tools assisted with drafting store page copy and written marketing material and some graphic items. The game itself contains no AI-generated content.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with creating and iterating some pre-generated visual assets, UI icons, concept art, text drafts, and development/code prototypes.
All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game.
The game does not use live generative AI during gameplay, does not generate new content for players in real time, and does not send player input or personal data to any AI service.
Parts of this game's art, music and translations were created with AI tools during development and edited by hand. They ship as fixed assets — nothing is generated by AI while you play.
Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending).
We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives.
Any AI agent use has been supervised by humans, these agents have not yet unionised.