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.
This game uses generative AI tools in the creation of some visual assets, including certain artwork and promotional materials. All AI-generated content has been reviewed and modified by the development team to ensure consistency with the game’s art direction.
The development of this game utilizes generative artificial intelligence tools to create some pre-rendered graphic assets, visual interface elements, and sound effects that are part of the arena's atmosphere.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
This game uses AI-assisted tools during development to help create and iterate on some visual assets, such as concept art, UI background images, icons, effects references, and promotional artwork. The generated material is reviewed and edited by the developer before it is included in the game or store page. AI is not used during gameplay to generate player-facing text, images, audio, music, voice, 3D models, code, story choices, or gameplay decisions.
Several of the original tracks included with the base game were created with the help of AI tooling as was some of the initial iconography and translations.
Some visual assets used in the game, including selected 2D artwork and UI graphics, were created with the assistance of generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic vision.
SonderSoft uses generative AI for localization to make Arena Bot Manager accessible to more players worldwide. ABM features an optional AI voice-commentator for arena events that can be disabled as per player preference.
SonderSoft pays artists to participate in the creative process, and some artists may choose on their own to use generative AI as part of their workflow; SonderSoft respects the creative tools artists choose in order to realize their own artistic vision.
Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
AI-generated art assets are used in this game. All such assets have been manually reviewed and adjusted to ensure a consistent visual style and quality.
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.
I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
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.
The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime.
During development, generative AI tools were used to assist in the creation of certain visual assets. All AI-generated content has been reviewed and curated by the development team.
AI tools were used during development as coding and asset-pipeline assistants (writing the procedural generation code for models, textures and music) and to help draft store page text. All content was reviewed by the developer. The game does not generate content with AI at runtime.
AI-assisted tools were only used during the creation of certain visual assets. These assets were reviewed, edited, modified, and integrated by the developer. The game's story, characters, world, gameplay design, dialogue, and creative direction were entirely created by the developer.
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 of the meshes are generated with AI (its just for pre- alpha), in the final build all AI generated meshes and things will get replaced with handmade stuffs...
The artwork, background music, in-game text and story, localizations into all supported languages, and store-page text in this game were created using generative AI tools, then curated, edited, and assembled by the developer. The game contains no live AI generation — all content is fixed and produced ahead of release.
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.
Action & Automation is not only how the game plays, it is how the game was made.
As the game’s sole human developer, game director, and system architect, I designed the core gameplay systems, software architecture, worldbuilding, narrative framework, story design, and gameplay balance. That is the Action.
For the Automation, I deliberately pushed generative AI throughout the production pipeline, with quality and player experience as the only limits. Following my direction and specifications, AI produced much of the code, artwork, animation, VFX, and UI, and was used for text polishing and localization.
No generative AI model or external AI service runs during gameplay. The game requires no AI account, API key, subscription, or token credits. Any apparent AI thinking or reasoning is scripted or driven by conventional game AI systems.
Human-designed. AI-produced. That is Action & Automation.
I have updated the AI Content Survey to better reflect the content used in the game.
Some background images were created with the assistance of generative AI. A small number of player card artworks were also created using generative AI, but the majority of the cards were created without AI-generated artwork. Additionally, some promotional/store images contain AI-generated elements, while many others do not.
The AI-generated content is limited to certain visual assets and does not affect gameplay or game logic.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay.
Generative AI tools (Leonardo.ai, Meshy.ai) are used to create some pre-rendered art assets and 3D model prototypes, which are then edited and art-directed by the developer. AI audio tools are used for some sound assets. All AI-generated content is reviewed and integrated by the developer; we have rights to use these outputs commercially per the tools' licensing terms.
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.
This game includes some AI-assisted music and Steam store marketing assets created during development. All such content was reviewed and integrated by the developer. No AI-generated content is created during gameplay, and players cannot generate AI content within the game.
[1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。
Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion.
As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life.
Some 2D store and marketing assets — such as store capsule images, achievement icons, and key art — were created using AI image-generation tools and then refined and composited by hand. All gameplay, code, level design, and game systems are made by the developer without generative AI. All AI-assisted assets are reviewed to ensure they are appropriate and comply with Steam's rules.
This game uses generative AI tools in the creation of some visual assets, including certain artwork and promotional materials. All AI-generated content has been reviewed and modified by the development team to ensure consistency with the game’s art direction.
The development of this game utilizes generative artificial intelligence tools to create some pre-rendered graphic assets, visual interface elements, and sound effects that are part of the arena's atmosphere.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
This game uses AI-assisted tools during development to help create and iterate on some visual assets, such as concept art, UI background images, icons, effects references, and promotional artwork. The generated material is reviewed and edited by the developer before it is included in the game or store page. AI is not used during gameplay to generate player-facing text, images, audio, music, voice, 3D models, code, story choices, or gameplay decisions.
Several of the original tracks included with the base game were created with the help of AI tooling as was some of the initial iconography and translations.
Some visual assets used in the game, including selected 2D artwork and UI graphics, were created with the assistance of generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic vision.
SonderSoft uses generative AI for localization to make Arena Bot Manager accessible to more players worldwide. ABM features an optional AI voice-commentator for arena events that can be disabled as per player preference.
SonderSoft pays artists to participate in the creative process, and some artists may choose on their own to use generative AI as part of their workflow; SonderSoft respects the creative tools artists choose in order to realize their own artistic vision.
Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
AI-generated art assets are used in this game. All such assets have been manually reviewed and adjusted to ensure a consistent visual style and quality.
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.
I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
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.
The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime.
During development, generative AI tools were used to assist in the creation of certain visual assets. All AI-generated content has been reviewed and curated by the development team.
AI tools were used during development as coding and asset-pipeline assistants (writing the procedural generation code for models, textures and music) and to help draft store page text. All content was reviewed by the developer. The game does not generate content with AI at runtime.
AI-assisted tools were only used during the creation of certain visual assets. These assets were reviewed, edited, modified, and integrated by the developer. The game's story, characters, world, gameplay design, dialogue, and creative direction were entirely created by the developer.
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 of the meshes are generated with AI (its just for pre- alpha), in the final build all AI generated meshes and things will get replaced with handmade stuffs...
The artwork, background music, in-game text and story, localizations into all supported languages, and store-page text in this game were created using generative AI tools, then curated, edited, and assembled by the developer. The game contains no live AI generation — all content is fixed and produced ahead of release.
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.
Action & Automation is not only how the game plays, it is how the game was made.
As the game’s sole human developer, game director, and system architect, I designed the core gameplay systems, software architecture, worldbuilding, narrative framework, story design, and gameplay balance. That is the Action.
For the Automation, I deliberately pushed generative AI throughout the production pipeline, with quality and player experience as the only limits. Following my direction and specifications, AI produced much of the code, artwork, animation, VFX, and UI, and was used for text polishing and localization.
No generative AI model or external AI service runs during gameplay. The game requires no AI account, API key, subscription, or token credits. Any apparent AI thinking or reasoning is scripted or driven by conventional game AI systems.
Human-designed. AI-produced. That is Action & Automation.
I have updated the AI Content Survey to better reflect the content used in the game.
Some background images were created with the assistance of generative AI. A small number of player card artworks were also created using generative AI, but the majority of the cards were created without AI-generated artwork. Additionally, some promotional/store images contain AI-generated elements, while many others do not.
The AI-generated content is limited to certain visual assets and does not affect gameplay or game logic.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay.
Generative AI tools (Leonardo.ai, Meshy.ai) are used to create some pre-rendered art assets and 3D model prototypes, which are then edited and art-directed by the developer. AI audio tools are used for some sound assets. All AI-generated content is reviewed and integrated by the developer; we have rights to use these outputs commercially per the tools' licensing terms.
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.
This game includes some AI-assisted music and Steam store marketing assets created during development. All such content was reviewed and integrated by the developer. No AI-generated content is created during gameplay, and players cannot generate AI content within the game.
[1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。
Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion.
As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life.
Some 2D store and marketing assets — such as store capsule images, achievement icons, and key art — were created using AI image-generation tools and then refined and composited by hand. All gameplay, code, level design, and game systems are made by the developer without generative AI. All AI-assisted assets are reviewed to ensure they are appropriate and comply with Steam's rules.