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.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game.
No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand.
This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game.
This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision.
To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time.
I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it.
The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature.
Generative AI tools were used as part of a human-led design workflow for a limited portion of the game’s pre-generated artwork and promotional materials, including Steam store assets. Professional graphic designers directed, edited, and finalized all visual assets, which were reviewed before inclusion. No content is generated using AI while the game is running.
Some programming code
writing for Torizon Telecom utilized AI.
(However, the code written by AI is either directly corrected or used for reference.)
All other resources and fonts are available
It reveals that AI has not been used at all.
As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI.
The developer uses AI tools (such as ChatGPT, Claude, and Cursor) to assist with writing code, drafting in-game text like card effect descriptions, and brainstorming narrative elements. Additionally, AI is utilized to provide draft localizations for various languages.
However, all graphical assets (including character illustrations and monster designs) and audio are entirely human-made. No AI-generated images, pre-rendered graphics, or sound files are used in this game.
AI was used in the production of this game:
• graphic assets — Nano Banana Pro with Google Flow / GPT-Image-2
• Music and some sound effects — Suno AI v5, Elevenlabs.
• Translations — GPT 5.5
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
Defense of Kyrath uses AI-assisted tools in parts of its art and audio pipeline. Some character sprites, character voice lines, select background imagery, and background music are AI-generated, and refined or curated by the developer. All AI-generated content is pre-generated at authoring time. Terrain, environment art, and level layouts come from TiGen - a custom procedural generation pipeline that is purely algorithmic, not AI. All game design, writing, and gameplay systems are human-crafted.
No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release.
Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement.
TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content.
No other content in TRIMSON uses generative AI.
AI tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements.
All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer.
This game uses generative AI as its core gameplay mechanic. AI players are powered by large language models (including Claude, GPT, Gemini, Grok, and others) that generate all in-game dialogue, accusations, defenses, and strategic decisions in real time during gameplay. Each AI player reasons, debates, and votes autonomously. Some store page artwork was also generated using AI image generation tools.
This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores.
Generative AI has been used during the development of this game in the following ways: AI tools were used to assist in writing part of the game's source code and to help create or refine some 2D graphic assets, such as logos and UI elements.
Some visual assets (illustrations and portraits) and the music were created with the help of AI tools. The game code was developed with AI-assisted programming. All content was reviewed, curated, and approved by the developer.
This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game.
We use Generative AI technology in some assets to assist with texture creation and initial modeling drafts. Crucially, all AI-generated content in this game is generated based on the development team's own primary/original work, followed by rigorous review and editing. All final artistic work and decisions are strictly managed within the team to ensure originality and quality.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
Runeveil: Idle PvP uses generative AI tools only during the design phase of 2D pixel art assets (characters, monsters, items, environments and icons). These visuals serve as a working base and are then edited, integrated and manually reviewed by the team before being added to the game.
No generative AI is used for the game's code, for generating content in real time during gameplay, nor for the soundtrack, narrative text or translations. All content you see in the game has been checked and assembled by hand.
This game uses AI-generated voice acting for character dialogue and cutscenes. All AI-generated audio content was reviewed by the developer before inclusion in the game.
This game uses AI-generated imagery for promotional artwork and capsule images. All AI-generated visual content was reviewed by the developer before inclusion.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision.
To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time.
I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it.
The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature.
Generative AI tools were used as part of a human-led design workflow for a limited portion of the game’s pre-generated artwork and promotional materials, including Steam store assets. Professional graphic designers directed, edited, and finalized all visual assets, which were reviewed before inclusion. No content is generated using AI while the game is running.
Some programming code
writing for Torizon Telecom utilized AI.
(However, the code written by AI is either directly corrected or used for reference.)
All other resources and fonts are available
It reveals that AI has not been used at all.
As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI.
The developer uses AI tools (such as ChatGPT, Claude, and Cursor) to assist with writing code, drafting in-game text like card effect descriptions, and brainstorming narrative elements. Additionally, AI is utilized to provide draft localizations for various languages.
However, all graphical assets (including character illustrations and monster designs) and audio are entirely human-made. No AI-generated images, pre-rendered graphics, or sound files are used in this game.
AI was used in the production of this game:
• graphic assets — Nano Banana Pro with Google Flow / GPT-Image-2
• Music and some sound effects — Suno AI v5, Elevenlabs.
• Translations — GPT 5.5
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
Defense of Kyrath uses AI-assisted tools in parts of its art and audio pipeline. Some character sprites, character voice lines, select background imagery, and background music are AI-generated, and refined or curated by the developer. All AI-generated content is pre-generated at authoring time. Terrain, environment art, and level layouts come from TiGen - a custom procedural generation pipeline that is purely algorithmic, not AI. All game design, writing, and gameplay systems are human-crafted.
No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release.
Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement.
TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content.
No other content in TRIMSON uses generative AI.
AI tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements.
All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer.
This game uses generative AI as its core gameplay mechanic. AI players are powered by large language models (including Claude, GPT, Gemini, Grok, and others) that generate all in-game dialogue, accusations, defenses, and strategic decisions in real time during gameplay. Each AI player reasons, debates, and votes autonomously. Some store page artwork was also generated using AI image generation tools.
This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores.
Generative AI has been used during the development of this game in the following ways: AI tools were used to assist in writing part of the game's source code and to help create or refine some 2D graphic assets, such as logos and UI elements.
Some visual assets (illustrations and portraits) and the music were created with the help of AI tools. The game code was developed with AI-assisted programming. All content was reviewed, curated, and approved by the developer.
This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game.
We use Generative AI technology in some assets to assist with texture creation and initial modeling drafts. Crucially, all AI-generated content in this game is generated based on the development team's own primary/original work, followed by rigorous review and editing. All final artistic work and decisions are strictly managed within the team to ensure originality and quality.