Public Steam disclosure research25,508 disclosures tracked
Where do games disclose AI use?
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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.
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
Generative AI was used in a limited and disclosed way while making this game.
Artwork: the logo and wordmark were created with the help of a generative
AI image tool, then edited, recoloured and assembled by hand into the store
and library artwork you see here.
Text: parts of this store page description were drafted with AI assistance
and edited before publication.
Nothing in the game itself is generated by AI. The match engine, the
simulation, the player and club database, the match commentary and every
other piece of in-game text are hand-built and hand-written. The game does
not call any AI service, and no content is generated while you play.
Potion Pantry contains limited pre-generated content created with AI assistance during development. OpenAI Codex assisted with portions of the puzzle clue and narrative writing used in Chapters 2–6. Rogue Andromeda reviewed and approved the resulting campaign content and retains final creative control. OpenAI's image-generation tool also created two ingredient icons, Iron Kettle and Wooden Ladle, which the developer explicitly reviewed and approved for use. The remaining displayed artwork is human-created or commercially licensed, including pantry artwork assembled by Rogue Andromeda and PONETI ingredient icons licensed through the Unity Asset Store. Music, sound effects, and the Keeper voice performance are human-made; no audio waveform, performance, or composition was generated by AI. Development provenance, prompts where applicable, approvals, hashes, licenses, and source records are retained by Rogue Andromeda LLC.
During development, Google Gemini and OpenAI GPT were primarily used for programming assistance, debugging, and development workflow support. Nano Banana was used to generate some character sprite artwork and to redraw or adjust certain facial-expression variants of existing character sprites. All AI-assisted art assets were manually reviewed, selected, and edited by the developer before being included in the game.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Part of the artwork in this game was generated using AI image tools and then edited by us. Being a tiny team, those tools are what made this project possible.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
This game uses generative AI in the creation of the following content:
- Parts of the ending animations and still illustrations
- Parts of the scenario text
- UI artwork
- Store page assets such as the logo and key visual
- Store page text in languages other than Japanese
All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running.
This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding.
The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player.
AI responses may be inaccurate or inappropriate and should not be treated as professional advice.
Voice lines and sound effects were produced with AI voice synthesis
(ElevenLabs) during development. Some character portraits and UI/VFX
textures were created with AI-assisted tools. All assets were reviewed,
edited and integrated by the developer.
No generative AI runs at runtime — the game ships only pre-generated,
fixed assets.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
WarpRacer may include pre-generated visual assets created with assistance from generative AI tools. It does not use generative AI to create content or code during gameplay, and it does not connect to external AI services during gameplay.
Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available.
Generative AI tools were used during development to assist in creating and refining some of the visual assets used in the game. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No AI-generated content is created during gameplay.
Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game.
During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content during gameplay.
Nest Rivals uses pre-generated AI-assisted artwork in selected sprites, environment textures, bestiary illustrations and marketing images. Some music and sound effects, as well as parts of this Steam store description, were also created with AI assistance. These materials were selected and integrated by the developer. The game does not generate AI content during gameplay.
Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms.
Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay.
Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content.
Generative AI tools were used during development to help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay.
This game is a solo project. Due to budget constraints and the reality of being a one-person team, I used AI assistance to generate the artwork and soundtracks. This choice was made to ensure the project could be fully realized and shared with players.
Generative AI is used during development to help create store artwork, some character and military prop source assets, and localized store text. Assets are edited and integrated during development. The game does not generate AI content or connect to external AI services during gameplay.
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
Generative AI was used in a limited and disclosed way while making this game.
Artwork: the logo and wordmark were created with the help of a generative
AI image tool, then edited, recoloured and assembled by hand into the store
and library artwork you see here.
Text: parts of this store page description were drafted with AI assistance
and edited before publication.
Nothing in the game itself is generated by AI. The match engine, the
simulation, the player and club database, the match commentary and every
other piece of in-game text are hand-built and hand-written. The game does
not call any AI service, and no content is generated while you play.
Potion Pantry contains limited pre-generated content created with AI assistance during development. OpenAI Codex assisted with portions of the puzzle clue and narrative writing used in Chapters 2–6. Rogue Andromeda reviewed and approved the resulting campaign content and retains final creative control. OpenAI's image-generation tool also created two ingredient icons, Iron Kettle and Wooden Ladle, which the developer explicitly reviewed and approved for use. The remaining displayed artwork is human-created or commercially licensed, including pantry artwork assembled by Rogue Andromeda and PONETI ingredient icons licensed through the Unity Asset Store. Music, sound effects, and the Keeper voice performance are human-made; no audio waveform, performance, or composition was generated by AI. Development provenance, prompts where applicable, approvals, hashes, licenses, and source records are retained by Rogue Andromeda LLC.
During development, Google Gemini and OpenAI GPT were primarily used for programming assistance, debugging, and development workflow support. Nano Banana was used to generate some character sprite artwork and to redraw or adjust certain facial-expression variants of existing character sprites. All AI-assisted art assets were manually reviewed, selected, and edited by the developer before being included in the game.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Part of the artwork in this game was generated using AI image tools and then edited by us. Being a tiny team, those tools are what made this project possible.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
This game uses generative AI in the creation of the following content:
- Parts of the ending animations and still illustrations
- Parts of the scenario text
- UI artwork
- Store page assets such as the logo and key visual
- Store page text in languages other than Japanese
All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running.
This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding.
The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player.
AI responses may be inaccurate or inappropriate and should not be treated as professional advice.
Voice lines and sound effects were produced with AI voice synthesis
(ElevenLabs) during development. Some character portraits and UI/VFX
textures were created with AI-assisted tools. All assets were reviewed,
edited and integrated by the developer.
No generative AI runs at runtime — the game ships only pre-generated,
fixed assets.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
WarpRacer may include pre-generated visual assets created with assistance from generative AI tools. It does not use generative AI to create content or code during gameplay, and it does not connect to external AI services during gameplay.
Generative AI tools were used to create various pre-rendered background images seen in menus, game over screens, and illustrative posters within the game world.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available.
Generative AI tools were used during development to assist in creating and refining some of the visual assets used in the game. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No AI-generated content is created during gameplay.
Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game.
During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content during gameplay.
Nest Rivals uses pre-generated AI-assisted artwork in selected sprites, environment textures, bestiary illustrations and marketing images. Some music and sound effects, as well as parts of this Steam store description, were also created with AI assistance. These materials were selected and integrated by the developer. The game does not generate AI content during gameplay.
Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms.
Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay.
Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content.
Generative AI tools were used during development to help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay.
This game is a solo project. Due to budget constraints and the reality of being a one-person team, I used AI assistance to generate the artwork and soundtracks. This choice was made to ensure the project could be fully realized and shared with players.
Generative AI is used during development to help create store artwork, some character and military prop source assets, and localized store text. Assets are edited and integrated during development. The game does not generate AI content or connect to external AI services during gameplay.