Public Steam disclosure research25,508 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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 tools were used to assist with localization for some of the supported languages in Guncrypt. Many translations were reviewed by native speakers at Halfbrick, although not every supported language received a full review.
If you notice anything that seems incorrect in your language, please let us know. We’d appreciate your help improving it.
We use generative AI as an assistive tool during development to help with code writing and to generate drafts or concept materials for 일부 visual assets. All final in-game content is reviewed, edited, and produced by the development team.
Thousand Ward uses generative AI as part of the development pipeline to help create and refine some visual assets, including promotional artwork, background illustrations, event imagery, and supporting art concepts. Gameplay systems, balance, progression, and player-facing game design are authored and reviewed by the development team.
Some music, sound effects, and UI icons in Riftslayer were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and selected by the developer before being included in the game.
Some visual assets used during the development of **Hordes of War** were created or enhanced with the assistance of generative artificial intelligence. These assets include certain promotional artwork, concept art, and placeholder images used during development.
All gameplay systems, game design, world-building, maps, mechanics, balance, programming, and the final implementation of in-game content have been created, reviewed, and curated by the development team. Any AI-assisted content is carefully edited and integrated to ensure it meets the artistic style and quality standards of the game.
In order to realize my childhood dream of building this game, I have leveraged AI in every step of the development process, augmenting my capabilities as an engineer and visual designer by having AI generate some of the sprites, music, sound effects, voices, and code used to build this game.
I pledge that if Card Knight: Astral Arcana is successful, the sequel title will be brought to life by a team of human artists, composers, and programmers.
We use generative AI tools to assist with:- Machine translation (MT) of interface and data text, reviewed before release.- Drafts of store page text and marketing materials.All content is reviewed by a human before publication.Art, creatures, and music [adjust to reflect reality] do not use generative AI / use AI for [X].
Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay.
Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay.
This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game.
Generative AI was used to assist in creating certain visual assets and concept art. All AI-generated content was reviewed, edited, and integrated by the developer into the final game.
Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand.
This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay.
The artwork in this game. such as item, equipment, and creature icons is currently AI-generated. We plan to replace it with hand-crafted art as the project's budget grows.
Some visual assets, including characters, environments, objects, and backgrounds, were produced with the help of generative AI tools during development, then curated, edited, cleaned up, and integrated manually under human art direction to achieve a consistent visual style.
Erevael is made by a solo developer who uses generative AI as part of the development process. The following player-facing content is created with AI and reviewed by the developer before release:
- Visual art, including assets used in the procedurally generated world.
- Localization: translations are machine-generated and have not yet been professionally reviewed.
Music and sound effects are sourced from licensed, human-made libraries and are not AI-generated. AI coding assistants are also used during development.
The AI-generated art is a starting point. If the game finds an audience, the plan is to replace it with work from human artists in a free update for everyone, while keeping the original art available as an optional mod.
All AI-generated content in this game (including videos, store page images, background music, etc.) is generated by the developer locally using legally authorized AI tools, and has undergone deep manual modification, optimization, and integration.
We do not provide players with any AI generation tools or real-time generation features, so there is no risk of players generating copyrighted material.
All materials are created by the developer themselves or processed based on legally authorized resources, ensuring no infringement of any third-party copyrights.
All AI-assisted generated materials are manually reviewed and modified by the developer before use, ensuring that the final presented content complies with Steam content policies and copyright requirements;
Strictly avoid using copyrighted training data or materials as AI input;
The game does not contain any user-generated content (UGC) or AI generation tools, and players cannot generate new materials in the game;
If there are future updates, we will continue to comply with Steam's relevant rules and update the content questionnaire in a timely manner.
The game calls the aforementioned third-party large language model API over the network at runtime. When the player makes a decision, issues an imperial edict, or interacts with ministers in the game, the game assembles the current situation and character settings into a request and sends it to the AI service; the text returned by the service (minister dialogue, memorials to the throne, plot deduction) is presented in the game interface in real time. This process is transparent to the player and requires no player-side configuration, but an internet connection is required throughout.
Feierabend Poker is developed by a solo creator with the help of AI tools. The story and character dialogue are written with AI assistance and then reviewed and edited by the developer. The game's visuals are 2D vector graphics drawn directly in code rather than produced by image generators, and all sound is created procedurally in code. No AI generates content live while you play.
Penko Vox: Japanese uses local generative AI to power its immersive language learning experience. An integrated Large Language Model (LLM) acts as a native Japanese tutor, generating real-time dialogue based on user input, while a Neural Text-to-Speech (TTS) engine synthesizes high-fidelity Japanese audio for listening practice.
This game was developed with the assistance of generative AI. Generative AI was used to help create portions of the game's source code and some game assets (including certain artwork and prototype assets). All AI-generated content has been reviewed, modified, or integrated by the developer before being included in the game.
AI Generated Content Disclosure
Pre-generated AI:
"Artificial intelligence tools were utilized during the development process to generate initial 3D character assets and models. Following the generation, our development team extensively refined the textures, customized the coloring, and completely performed the rigging and weight painting manually."
Starwhisker is a solo indie project. During early development, some placeholder assets and development materials were created with the assistance of AI tools to help prototype ideas quickly and focus resources on gameplay development.
As development continues, these assets are being progressively refined, replaced, or supplemented with original work created specifically for the game. The goal is to ensure Starwhisker develops its own distinct artistic identity while remaining transparent about the tools used during its creation.
During the development of Crossfall, generative AI is used as an auxiliary tool for creating game content. The following materials have been created or prepared with its help:
Images. Some of the game’s visual content has been created using generative AI, including character images, as well as some sprites and icons. Other parts of the artwork were made manually.
Text. AI helps me prepare some of the text content, including drafts of item names and descriptions, text for certain in-game events, as well as translation and localization of texts into other languages.
Music. The game’s musical soundtrack was created using generative AI.
All content generated with the help of AI is reviewed, selected, and, if necessary, refined by me before being added to the game.
The game itself does not use generative AI during gameplay: no content is generated in real time on the player’s side, and the game does not require an internet connection or access to any AI services.
Development/Pre-Generated AI Use Disclosure:
During the development process, Generative AI tools were used to assist in the creation of game assets. Specifically, portions of the game props, enemy models, 2D user interface elements, and background music/audio were developed with the assistance of AI tools.
All of these assets have undergone a thorough review, manual optimization, and integration through our standard development pipeline to ensure they match the game's unique artistic style and high-quality standards.
None of the AI-assisted content infringes upon any third-party copyrights or contains any restricted elements. The final game complies entirely with Steam's content policies.
This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer.
AI-assisted tools were used to help create some ability icons and some HUD elements. The assets were reviewed and integrated into the game by the developers.
100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.
AI tools were used to assist with localization for some of the supported languages in Guncrypt. Many translations were reviewed by native speakers at Halfbrick, although not every supported language received a full review.
If you notice anything that seems incorrect in your language, please let us know. We’d appreciate your help improving it.
We use generative AI as an assistive tool during development to help with code writing and to generate drafts or concept materials for 일부 visual assets. All final in-game content is reviewed, edited, and produced by the development team.
Thousand Ward uses generative AI as part of the development pipeline to help create and refine some visual assets, including promotional artwork, background illustrations, event imagery, and supporting art concepts. Gameplay systems, balance, progression, and player-facing game design are authored and reviewed by the development team.
Some music, sound effects, and UI icons in Riftslayer were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and selected by the developer before being included in the game.
Some visual assets used during the development of **Hordes of War** were created or enhanced with the assistance of generative artificial intelligence. These assets include certain promotional artwork, concept art, and placeholder images used during development.
All gameplay systems, game design, world-building, maps, mechanics, balance, programming, and the final implementation of in-game content have been created, reviewed, and curated by the development team. Any AI-assisted content is carefully edited and integrated to ensure it meets the artistic style and quality standards of the game.
In order to realize my childhood dream of building this game, I have leveraged AI in every step of the development process, augmenting my capabilities as an engineer and visual designer by having AI generate some of the sprites, music, sound effects, voices, and code used to build this game.
I pledge that if Card Knight: Astral Arcana is successful, the sequel title will be brought to life by a team of human artists, composers, and programmers.
We use generative AI tools to assist with:- Machine translation (MT) of interface and data text, reviewed before release.- Drafts of store page text and marketing materials.All content is reviewed by a human before publication.Art, creatures, and music [adjust to reflect reality] do not use generative AI / use AI for [X].
Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay.
Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay.
This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game.
Generative AI was used to assist in creating certain visual assets and concept art. All AI-generated content was reviewed, edited, and integrated by the developer into the final game.
Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand.
This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay.
The artwork in this game. such as item, equipment, and creature icons is currently AI-generated. We plan to replace it with hand-crafted art as the project's budget grows.
Some visual assets, including characters, environments, objects, and backgrounds, were produced with the help of generative AI tools during development, then curated, edited, cleaned up, and integrated manually under human art direction to achieve a consistent visual style.
Erevael is made by a solo developer who uses generative AI as part of the development process. The following player-facing content is created with AI and reviewed by the developer before release:
- Visual art, including assets used in the procedurally generated world.
- Localization: translations are machine-generated and have not yet been professionally reviewed.
Music and sound effects are sourced from licensed, human-made libraries and are not AI-generated. AI coding assistants are also used during development.
The AI-generated art is a starting point. If the game finds an audience, the plan is to replace it with work from human artists in a free update for everyone, while keeping the original art available as an optional mod.
All AI-generated content in this game (including videos, store page images, background music, etc.) is generated by the developer locally using legally authorized AI tools, and has undergone deep manual modification, optimization, and integration.
We do not provide players with any AI generation tools or real-time generation features, so there is no risk of players generating copyrighted material.
All materials are created by the developer themselves or processed based on legally authorized resources, ensuring no infringement of any third-party copyrights.
All AI-assisted generated materials are manually reviewed and modified by the developer before use, ensuring that the final presented content complies with Steam content policies and copyright requirements;
Strictly avoid using copyrighted training data or materials as AI input;
The game does not contain any user-generated content (UGC) or AI generation tools, and players cannot generate new materials in the game;
If there are future updates, we will continue to comply with Steam's relevant rules and update the content questionnaire in a timely manner.
The game calls the aforementioned third-party large language model API over the network at runtime. When the player makes a decision, issues an imperial edict, or interacts with ministers in the game, the game assembles the current situation and character settings into a request and sends it to the AI service; the text returned by the service (minister dialogue, memorials to the throne, plot deduction) is presented in the game interface in real time. This process is transparent to the player and requires no player-side configuration, but an internet connection is required throughout.
Feierabend Poker is developed by a solo creator with the help of AI tools. The story and character dialogue are written with AI assistance and then reviewed and edited by the developer. The game's visuals are 2D vector graphics drawn directly in code rather than produced by image generators, and all sound is created procedurally in code. No AI generates content live while you play.
Penko Vox: Japanese uses local generative AI to power its immersive language learning experience. An integrated Large Language Model (LLM) acts as a native Japanese tutor, generating real-time dialogue based on user input, while a Neural Text-to-Speech (TTS) engine synthesizes high-fidelity Japanese audio for listening practice.
This game was developed with the assistance of generative AI. Generative AI was used to help create portions of the game's source code and some game assets (including certain artwork and prototype assets). All AI-generated content has been reviewed, modified, or integrated by the developer before being included in the game.
AI Generated Content Disclosure
Pre-generated AI:
"Artificial intelligence tools were utilized during the development process to generate initial 3D character assets and models. Following the generation, our development team extensively refined the textures, customized the coloring, and completely performed the rigging and weight painting manually."
Starwhisker is a solo indie project. During early development, some placeholder assets and development materials were created with the assistance of AI tools to help prototype ideas quickly and focus resources on gameplay development.
As development continues, these assets are being progressively refined, replaced, or supplemented with original work created specifically for the game. The goal is to ensure Starwhisker develops its own distinct artistic identity while remaining transparent about the tools used during its creation.
During the development of Crossfall, generative AI is used as an auxiliary tool for creating game content. The following materials have been created or prepared with its help:
Images. Some of the game’s visual content has been created using generative AI, including character images, as well as some sprites and icons. Other parts of the artwork were made manually.
Text. AI helps me prepare some of the text content, including drafts of item names and descriptions, text for certain in-game events, as well as translation and localization of texts into other languages.
Music. The game’s musical soundtrack was created using generative AI.
All content generated with the help of AI is reviewed, selected, and, if necessary, refined by me before being added to the game.
The game itself does not use generative AI during gameplay: no content is generated in real time on the player’s side, and the game does not require an internet connection or access to any AI services.
Development/Pre-Generated AI Use Disclosure:
During the development process, Generative AI tools were used to assist in the creation of game assets. Specifically, portions of the game props, enemy models, 2D user interface elements, and background music/audio were developed with the assistance of AI tools.
All of these assets have undergone a thorough review, manual optimization, and integration through our standard development pipeline to ensure they match the game's unique artistic style and high-quality standards.
None of the AI-assisted content infringes upon any third-party copyrights or contains any restricted elements. The final game complies entirely with Steam's content policies.
This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer.
AI-assisted tools were used to help create some ability icons and some HUD elements. The assets were reviewed and integrated into the game by the developers.
100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.