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.
GreenMars: Expedition 744 is a solo-led independent project.
Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors.
The game does not use generative AI during gameplay.
Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning.
All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer.
SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game.
AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons.
Divookoa is primarily handcrafted, next-generation software and does not rely on AI-generated content as part of the player-facing experience.
Generative AI is used selectively within the development process in the following areas:
- Refinement of marketing materials (written content, visual compositions)
- Research and prototyping during R&D phases
- Limited graphical asset generation (e.g., icons, non-core UI elements)
- Localization support (translation and adaptation of text)
No AI-generated content is directly shipped as part of the core gameplay experience.
This game uses generative AI for a limited amount of pre-made content created during development, including some achievement icons and certain voice lines we could not perform ourselves. No AI-generated content is created during gameplay, and the game does not connect to any external third-party AI services while you play.
Generative AI tools were used during the development of this game to create some of the 2D visual assets, such as background art and certain environmental textures. All AI-generated content has been reviewed and manually edited by the development team to ensure quality and consistency with the game's overall artistic style.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team.
During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent.
This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output.
MetaDoc uses generative AI to assist users in writing, editing, and structuring documents. AI features include text generation, rewriting, summarization, and outline creation.
AI services are provided and managed by MetaDoc through its own backend infrastructure. Users can access AI features using in-app credits or subscriptions purchased via Steam.
A limited free quota may be available for initial experience and testing purposes.
All AI-generated content is initiated, controlled, and reviewed by the user. Users are responsible for the content they generate and choose to use.
The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game.
This game uses generative AI in a limited capacity. Some in-game images and text were created or assisted by AI during development, but they are not entirely AI-generated. All such content has been manually edited, reviewed, and integrated by the developer to ensure consistency with the overall design and experience.
-English-
This game uses generative AI(ChatGPT) as a supportive tool during development.
AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation.
All core systems and content were designed and implemented by the develope
Core gameplay systems, art assets, and main content were created directly by the developer.
Generative AI tools were used exclusively for the creation of marketing materials and store capsules. No generative AI was used to create the in-game assets, which consist of a mix of custom work and hand-crafted assets from third-party creators.
This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release.
Artwork-
AI generates the base/reference character sprites, which I then paint over and animate by hand.
Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later.
Music - AI generated music with rights held by Bonehead Labs.
Capsule art - combination of AI generation and hand-work.
In the development of Mudventure, we utilized generative AI technologies to streamline our workflow and enhance the overall gaming experience as follows:
Coding Assistance: ChatGPT and Gemini were used as auxiliary tools for code optimization and system architecture design. This allowed our team to focus more on building a stable multiplayer environment.
Visual Content: ChatGPT (DALL-E) was used to generate certain static images, such as in-game item icons and textures. All AI-generated assets underwent a manual refinement process to ensure they align perfectly with our game’s unique art style.
Audio and Music: We utilized Suno to create the background music (BGM). We carefully curated and edited tracks generated by AI to best capture the mysterious yet casual atmosphere of our mudflat island.
LingoHUD's output is strictly limited to language translation and speech-to-text
transcription of content already present on the user's screen or audio. It does not
generate creative, original, or open-ended content.
Content moderation: The translation and recognition models process only user-initiated
input that the user explicitly captures via a hotkey. The software does not produce
novel content; it converts existing content from one language to another, or from
speech and images to text. All processing is deterministic and bounded to the captured
input.
I was working on this game for more than 2 years without ai.
I started to use ai 1-2 months ago for:
Due to a lack of capital for professional sounds i bought sound packages and for
some few sounds i used AI software. Depending on the game's success, I will invest in replacing sounds and self-created elements with professional assistance.
AI was used mainly for bug fixing in the code and for translating the game text into different languages.
ome inventory icons, the in-game orientation map, and a few images used for signs and notes were created with AI assistance. The world itself, level design, gameplay systems, buildings, ruins, enemy placement, and environments are manually built, edited, and refined. Every mesh is placed by hand, and the world layout does not use procedural generation.
This game contains a limited amount of AI-generated visual content created during development due to the project's low budget. Specifically, suspect profile images and some evidence-related visual assets or models were created with the help of generative AI tools. Not all evidence assets are AI-generated.
The use of AI is limited to pre-made visual content only. No gameplay systems, dialogue, story logic, code, or real-time interactive content is generated by AI during play. All gameplay mechanics, case logic, interactions, and progression were designed and implemented by the developer.
GreenMars: Expedition 744 is a solo-led independent project.
Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors.
The game does not use generative AI during gameplay.
Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning.
All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer.
SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game.
AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons.
Divookoa is primarily handcrafted, next-generation software and does not rely on AI-generated content as part of the player-facing experience.
Generative AI is used selectively within the development process in the following areas:
- Refinement of marketing materials (written content, visual compositions)
- Research and prototyping during R&D phases
- Limited graphical asset generation (e.g., icons, non-core UI elements)
- Localization support (translation and adaptation of text)
No AI-generated content is directly shipped as part of the core gameplay experience.
This game uses generative AI for a limited amount of pre-made content created during development, including some achievement icons and certain voice lines we could not perform ourselves. No AI-generated content is created during gameplay, and the game does not connect to any external third-party AI services while you play.
Generative AI tools were used during the development of this game to create some of the 2D visual assets, such as background art and certain environmental textures. All AI-generated content has been reviewed and manually edited by the development team to ensure quality and consistency with the game's overall artistic style.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team.
During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent.
This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output.
MetaDoc uses generative AI to assist users in writing, editing, and structuring documents. AI features include text generation, rewriting, summarization, and outline creation.
AI services are provided and managed by MetaDoc through its own backend infrastructure. Users can access AI features using in-app credits or subscriptions purchased via Steam.
A limited free quota may be available for initial experience and testing purposes.
All AI-generated content is initiated, controlled, and reviewed by the user. Users are responsible for the content they generate and choose to use.
The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game.
This game uses generative AI in a limited capacity. Some in-game images and text were created or assisted by AI during development, but they are not entirely AI-generated. All such content has been manually edited, reviewed, and integrated by the developer to ensure consistency with the overall design and experience.
-English-
This game uses generative AI(ChatGPT) as a supportive tool during development.
AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation.
All core systems and content were designed and implemented by the develope
Core gameplay systems, art assets, and main content were created directly by the developer.
Generative AI tools were used exclusively for the creation of marketing materials and store capsules. No generative AI was used to create the in-game assets, which consist of a mix of custom work and hand-crafted assets from third-party creators.
This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release.
Artwork-
AI generates the base/reference character sprites, which I then paint over and animate by hand.
Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later.
Music - AI generated music with rights held by Bonehead Labs.
Capsule art - combination of AI generation and hand-work.
In the development of Mudventure, we utilized generative AI technologies to streamline our workflow and enhance the overall gaming experience as follows:
Coding Assistance: ChatGPT and Gemini were used as auxiliary tools for code optimization and system architecture design. This allowed our team to focus more on building a stable multiplayer environment.
Visual Content: ChatGPT (DALL-E) was used to generate certain static images, such as in-game item icons and textures. All AI-generated assets underwent a manual refinement process to ensure they align perfectly with our game’s unique art style.
Audio and Music: We utilized Suno to create the background music (BGM). We carefully curated and edited tracks generated by AI to best capture the mysterious yet casual atmosphere of our mudflat island.
LingoHUD's output is strictly limited to language translation and speech-to-text
transcription of content already present on the user's screen or audio. It does not
generate creative, original, or open-ended content.
Content moderation: The translation and recognition models process only user-initiated
input that the user explicitly captures via a hotkey. The software does not produce
novel content; it converts existing content from one language to another, or from
speech and images to text. All processing is deterministic and bounded to the captured
input.
I was working on this game for more than 2 years without ai.
I started to use ai 1-2 months ago for:
Due to a lack of capital for professional sounds i bought sound packages and for
some few sounds i used AI software. Depending on the game's success, I will invest in replacing sounds and self-created elements with professional assistance.
AI was used mainly for bug fixing in the code and for translating the game text into different languages.
ome inventory icons, the in-game orientation map, and a few images used for signs and notes were created with AI assistance. The world itself, level design, gameplay systems, buildings, ruins, enemy placement, and environments are manually built, edited, and refined. Every mesh is placed by hand, and the world layout does not use procedural generation.
This game contains a limited amount of AI-generated visual content created during development due to the project's low budget. Specifically, suspect profile images and some evidence-related visual assets or models were created with the help of generative AI tools. Not all evidence assets are AI-generated.
The use of AI is limited to pre-made visual content only. No gameplay systems, dialogue, story logic, code, or real-time interactive content is generated by AI during play. All gameplay mechanics, case logic, interactions, and progression were designed and implemented by the developer.