Public Steam disclosure research25,508 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.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Character portrait artwork in the optional modern art mode was created using generative AI tools (ChatGPT) during development. All gameplay code, world design, systems, and the retro art mode are hand-made.
Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay.
The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
We used AI image-generation tools to help create some 2D art assets in the game, such as in-game banners, posters, and signage. All AI-assisted content was reviewed and edited by the developer.
This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Generative AI was used during development to create initial visual concepts and source imagery. These images were then substantially edited, redrawn, and altered by the developer before being included in the final game.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
Policy on the Use of Generative AI Technology in Our Titles
HUGA INC. (hereinafter referred to as "the Company") actively adopts and utilizes generative AI technology—including code assistance tools for development efficiency and image generation—in our titles. This is positioned as part of our development process to pursue new possibilities of artistic expression and high productivity in small-scale indie game development.
In utilizing AI technology, the Company strictly adheres to the following compliance and development standards:
■ Compliance with Laws and Intellectual Property Rights
Our development process complies with the Copyright Act of Japan (including the provisions for information analysis under Article 30-4) as well as the laws and regulations of relevant countries. Generative AI tools are used strictly within legally permitted boundaries.
■ Adherence to Distribution Platform Guidelines
We strictly comply with the disclosure obligations and various guidelines regarding generative AI established by Steam and other distribution platforms, ensuring appropriate information disclosure and proper registration processes.
■ Establishment of Creative Direction as a Proprietary Product
All AI-generated assets are integrated into our games only after undergoing our strict creative direction, editing, processing, and reconstruction within the overall game design. Our products do not rely on mere automated output.
The Company positions the proactive adoption of new technologies to deliver next-generation entertainment as a core innovation strategy for an indie developer.
Please note that while the Company closely monitors the ongoing social and ethical debates surrounding AI technology, we conduct our business lawfully based on current regulations and platform rules. Therefore, we do not issue individual statements or respond to inquiries regarding legal interpretations or related debates. Thank you for your understanding.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
Contenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à
produire une partie des illustrations livrées avec le jeu (portraits de
personnages, décors, illustrations de cartes, icônes de succès) ainsi que des
ressources graphiques de la page du magasin. Toutes les images ont été
sélectionnées, retouchées et validées manuellement par le développeur avant
intégration. Aucune génération en temps réel pendant le jeu.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
All AI involvement is pre-generated and human-reviewed: nothing is generated while you play, the game runs no AI models, and it never sends your data anywhere.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Generative AI tools are used to assist with pre-generated localization and translation of game text and Steam Store content. No generative AI is used during gameplay.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
This game was developed with the help of generative AI tools in the following areas:
Some art assets, including characters, backgrounds, UI, and effects
Store page capsule images and key art
English localization of in-game text
Portions of the source code
All generated output was reviewed, edited, and integrated by the developer, and the final content is the developer's responsibility. No content is generated by AI while the game is running.
During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency.
Some of the store promotional materials for this game (including the cover, main key visual, and some 2D UI elements) were created with the assistance of generative AI. In-game visual effects, programming, gameplay, and all other game content were developed entirely by human developers. The game does not use generative AI during runtime, nor does it collect or upload player data.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Character portrait artwork in the optional modern art mode was created using generative AI tools (ChatGPT) during development. All gameplay code, world design, systems, and the retro art mode are hand-made.
Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay.
The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
We used AI image-generation tools to help create some 2D art assets in the game, such as in-game banners, posters, and signage. All AI-assisted content was reviewed and edited by the developer.
This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Generative AI was used during development to create initial visual concepts and source imagery. These images were then substantially edited, redrawn, and altered by the developer before being included in the final game.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
Policy on the Use of Generative AI Technology in Our Titles
HUGA INC. (hereinafter referred to as "the Company") actively adopts and utilizes generative AI technology—including code assistance tools for development efficiency and image generation—in our titles. This is positioned as part of our development process to pursue new possibilities of artistic expression and high productivity in small-scale indie game development.
In utilizing AI technology, the Company strictly adheres to the following compliance and development standards:
■ Compliance with Laws and Intellectual Property Rights
Our development process complies with the Copyright Act of Japan (including the provisions for information analysis under Article 30-4) as well as the laws and regulations of relevant countries. Generative AI tools are used strictly within legally permitted boundaries.
■ Adherence to Distribution Platform Guidelines
We strictly comply with the disclosure obligations and various guidelines regarding generative AI established by Steam and other distribution platforms, ensuring appropriate information disclosure and proper registration processes.
■ Establishment of Creative Direction as a Proprietary Product
All AI-generated assets are integrated into our games only after undergoing our strict creative direction, editing, processing, and reconstruction within the overall game design. Our products do not rely on mere automated output.
The Company positions the proactive adoption of new technologies to deliver next-generation entertainment as a core innovation strategy for an indie developer.
Please note that while the Company closely monitors the ongoing social and ethical debates surrounding AI technology, we conduct our business lawfully based on current regulations and platform rules. Therefore, we do not issue individual statements or respond to inquiries regarding legal interpretations or related debates. Thank you for your understanding.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
Contenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à
produire une partie des illustrations livrées avec le jeu (portraits de
personnages, décors, illustrations de cartes, icônes de succès) ainsi que des
ressources graphiques de la page du magasin. Toutes les images ont été
sélectionnées, retouchées et validées manuellement par le développeur avant
intégration. Aucune génération en temps réel pendant le jeu.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
All AI involvement is pre-generated and human-reviewed: nothing is generated while you play, the game runs no AI models, and it never sends your data anywhere.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Generative AI tools are used to assist with pre-generated localization and translation of game text and Steam Store content. No generative AI is used during gameplay.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
This game was developed with the help of generative AI tools in the following areas:
Some art assets, including characters, backgrounds, UI, and effects
Store page capsule images and key art
English localization of in-game text
Portions of the source code
All generated output was reviewed, edited, and integrated by the developer, and the final content is the developer's responsibility. No content is generated by AI while the game is running.
During development, we used Google Gemini AI to assist in generating narrative elements, such as item descriptions and quest lore. While the core story and world-building were meticulously designed by our human team, AI helped us expand the depth and variety of in-game text. All AI-assisted content has been thoroughly reviewed and edited by our developers to ensure quality and consistency.
Some of the store promotional materials for this game (including the cover, main key visual, and some 2D UI elements) were created with the assistance of generative AI. In-game visual effects, programming, gameplay, and all other game content were developed entirely by human developers. The game does not use generative AI during runtime, nor does it collect or upload player data.