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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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.
As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects.
It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me.
Thank you for supporting indie development!
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Pre-generated key art, store and marketing artwork, and two music loops were created with generative AI tools, then selected, edited, and reviewed by the developer. Gameplay rules, code, interface text, and player actions are authored and deterministic. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay.
The current build's interface, icons, unit and terrain graphics are AI-generated placeholder art. The map's underlying terrain layout was AI-generated; the map's painted artwork is hand-made in Inkarnate using licensed Inkarnate assets, and this map artwork also appears in the store's capsule images and screenshots. Interface text was AI-written and reviewed by the developer. The game contains no AI-generated music, audio, dialogue or narrative content, and no AI-generated content is created at runtime.
We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers.
No generative AI runs at runtime. Players never receive AI-generated content while playing.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
AI was used only as a tool to speed things up.
Voice acting was done by professionals (including me).
SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process.
All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Some of the text content in this game was produced with the help of generative AI tools, then reviewed and edited by the developer:
- Localization into Ukrainian, Russian, Korean and Simplified Chinese
- Drafting of in-game news headline templates and procedural coin names
All of this content is generated ahead of time and ships as fixed text. The game uses no AI at runtime: it is fully offline, makes no network requests, and generates nothing while you play.
All game systems, market simulation and balance design are the developer's own work.
Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game.
Our team uses generative AI tools to assist with parts of the game's artwork, including some in-game art and store page images, and with first-pass translation of in-game text. All AI-assisted art and translations are reviewed, edited, and finalized by our team. Music and sound effects do not use AI. We hold the necessary rights to all content shipped in this game. No content is generated by AI at runtime.
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
Rally Point's visuals and store art are drawn by code from the game's own geometry. No image, audio, or voice generation model was used. That code was written with AI assistance, as were the non-English translations.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
- Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant.
As a solo developer I find use of AI to be one of my most prominent and efficient tools ever used.
I'm heavily relying on Gemini, Claude and QWEN to create my code snippets and review them. I also manually review their work from time to time.
Visual assets creation also rely on AI(NanoBanana2). Some of the assets are my sketches that has been polished to perfection by AI. Some are AI generated and hand-edited after and some, I'll be totally honest here, are fully AI generated, via meticulous prompt engineering and trial and errors.
I'm heavily opposed to using AI to create slop or mass produce clones of existing content. But I'm a firm believer that, when curated by talented individual with solid vision, it can achieve great results.
Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator.
Pre-Generated content (created during development, ships with the game):
- In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping.
- The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing.
Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being
played
The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest.
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime.
We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI
This game generates content with AI, entirely on your machine: an embedded, frozen local model writes and illustrates the "Book" of each run (texts and fictional game covers). No internet connection is required, no data is collected, and nothing is generated by external services. The game's translations were AI-assisted, then human-reviewed.
AI was used only to help create a few marketing images (capsule art and header capsule). All store screenshots, written content, and in-game art, audio, and text are handcrafted. The game contains no live or runtime AI-generated content.
Generative AI tools were used during development to assist with the creation and refinement of some 2D UI/art assets and localization text. All AI-assisted content is pre-generated, reviewed, and edited before inclusion in the game. The game does not use live generative AI during gameplay.
Generative AI was used selectively during
development, always under direct human
authorship and review:
• Code — An AI coding assistant supported
development as a productivity tool; all systems
were designed, reviewed, and tested by the
developer.
• Key art — The Steam key art was created with
generative AI, then curated and hand-finished by
the developer. All in-game tilesets and
character art are licensed, human-made asset
packs.
• Music — Background music tracks were produced
with the assistance of generative AI tools, then
selected, edited, and mixed by the developer.
The game contains no live-generated AI content:
nothing is generated by AI at runtime.
As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects.
It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me.
Thank you for supporting indie development!
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Pre-generated key art, store and marketing artwork, and two music loops were created with generative AI tools, then selected, edited, and reviewed by the developer. Gameplay rules, code, interface text, and player actions are authored and deterministic. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay.
The current build's interface, icons, unit and terrain graphics are AI-generated placeholder art. The map's underlying terrain layout was AI-generated; the map's painted artwork is hand-made in Inkarnate using licensed Inkarnate assets, and this map artwork also appears in the store's capsule images and screenshots. Interface text was AI-written and reviewed by the developer. The game contains no AI-generated music, audio, dialogue or narrative content, and no AI-generated content is created at runtime.
We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers.
No generative AI runs at runtime. Players never receive AI-generated content while playing.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
AI was used only as a tool to speed things up.
Voice acting was done by professionals (including me).
SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process.
All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Some of the text content in this game was produced with the help of generative AI tools, then reviewed and edited by the developer:
- Localization into Ukrainian, Russian, Korean and Simplified Chinese
- Drafting of in-game news headline templates and procedural coin names
All of this content is generated ahead of time and ships as fixed text. The game uses no AI at runtime: it is fully offline, makes no network requests, and generates nothing while you play.
All game systems, market simulation and balance design are the developer's own work.
Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game.
Our team uses generative AI tools to assist with parts of the game's artwork, including some in-game art and store page images, and with first-pass translation of in-game text. All AI-assisted art and translations are reviewed, edited, and finalized by our team. Music and sound effects do not use AI. We hold the necessary rights to all content shipped in this game. No content is generated by AI at runtime.
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
Rally Point's visuals and store art are drawn by code from the game's own geometry. No image, audio, or voice generation model was used. That code was written with AI assistance, as were the non-English translations.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
- Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant.
As a solo developer I find use of AI to be one of my most prominent and efficient tools ever used.
I'm heavily relying on Gemini, Claude and QWEN to create my code snippets and review them. I also manually review their work from time to time.
Visual assets creation also rely on AI(NanoBanana2). Some of the assets are my sketches that has been polished to perfection by AI. Some are AI generated and hand-edited after and some, I'll be totally honest here, are fully AI generated, via meticulous prompt engineering and trial and errors.
I'm heavily opposed to using AI to create slop or mass produce clones of existing content. But I'm a firm believer that, when curated by talented individual with solid vision, it can achieve great results.
Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator.
Pre-Generated content (created during development, ships with the game):
- In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping.
- The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing.
Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being
played
The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest.
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime.
We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI
This game generates content with AI, entirely on your machine: an embedded, frozen local model writes and illustrates the "Book" of each run (texts and fictional game covers). No internet connection is required, no data is collected, and nothing is generated by external services. The game's translations were AI-assisted, then human-reviewed.
AI was used only to help create a few marketing images (capsule art and header capsule). All store screenshots, written content, and in-game art, audio, and text are handcrafted. The game contains no live or runtime AI-generated content.
Generative AI tools were used during development to assist with the creation and refinement of some 2D UI/art assets and localization text. All AI-assisted content is pre-generated, reviewed, and edited before inclusion in the game. The game does not use live generative AI during gameplay.
Generative AI was used selectively during
development, always under direct human
authorship and review:
• Code — An AI coding assistant supported
development as a productivity tool; all systems
were designed, reviewed, and tested by the
developer.
• Key art — The Steam key art was created with
generative AI, then curated and hand-finished by
the developer. All in-game tilesets and
character art are licensed, human-made asset
packs.
• Music — Background music tracks were produced
with the assistance of generative AI tools, then
selected, edited, and mixed by the developer.
The game contains no live-generated AI content:
nothing is generated by AI at runtime.