Public Steam disclosure research25,508 disclosures tracked
Where do games disclose AI use?
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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.
**Pre-Generated AI Content**
Generative AI tools were used during development to assist in creating some of the pre-generated content included in the game. The AI-assisted content includes images, music, written text, and translations.
All AI-assisted content was generated before release and is included in the game as fixed assets or data. The developer reviewed, selected, edited, and integrated the content before including it in the product. No content is generated by AI while the game is running.
The developer reviewed the included content and only incorporated material believed to have the necessary rights for distribution. Third-party copyrighted characters, trademarks, or other protected material were not intentionally requested or included.
**Live-Generated AI Content**
The game does not use live-generated AI. It does not connect to any generative AI service or generate AI-assisted content while the game is running.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans.
Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand.
The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting.
No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind.
Store page and marketing capsule artwork was drafted with generative AI, then quantized to a fixed 9-colour pixel palette and hand-adjusted before use. Interface translations outside Simplified Chinese and English were produced by machine translation and have not been reviewed by native speakers.
All in-game visuals, the user interface, the wordmark and the achievement icons are drawn programmatically in code and contain no AI-generated content. The game does not invoke generative AI at runtime; nothing is generated while you play.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
As a solo independent developer, I used generative AI as a support tool to assist in the creation of selected promotional artwork displayed on the Steam store page. All final assets were manually selected, edited, and integrated by me. No generative AI content is created during gameplay.
BACKBITE's in-game visual art — the snakes, power-up icons and other graphics —
was created with generative AI image tools and then prepared as sprites for the
game. In-game text was translated into the supported languages with AI
assistance. All music and sound effects come from licensed, human-made audio
libraries.
Generative AI was used strictly for the creation of marketing materials and store page capsule artwork. All in-game assets, including pixel art character sprites, environment tiles, animations, music, and source code, were 100% human-created.
Generative AI was used during development to create visual assets and other non-dialogue content included in the game. Generated assets were selected, edited, and integrated as part of the development process.
Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay.
Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product.
Generative AI was used to assist in the creation of some scripts and visual assets. All generated content was reviewed and integrated by the developer.
Generative AI tools were used in the creation of certain assets for Camedieo.
Each was reviewed, reworked and integrated by us so the finished product holds a single consistent direction.
The developer used generative AI tools during the development process to assist with concept art and text translations. All final assets were reviewed and curated by the developer.
Generative AI tools were used during development to assist with the creation of [artwork, voice audio, text, and localization]. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
Pocket Pawns was made with the help of generative AI, and the game's own credits name every tool used.
Images and music: the chess piece art was generated with ChatGPT, the board art with Gemini, and the world and environment art from assets created with Nano Banana Pro alongside free-to-use CC0 packs found online. The soundtrack is from Suno.
Claude wrote the game's code, its writing, and its translations into ten languages — and made much of what you see and hear directly in code rather than from an image generator: the character pixel art, the in-world props and interface, the three-dimensional rooms, the animation, and the sound effects.
The chess itself is not generated. The puzzles come from the Lichess puzzle database, released under CC0, and your opponent is Stockfish, a classical open-source chess engine. Real positions, a real engine.
Nothing is generated while you play. Pocket Pawns creates no content at runtime and never connects to an AI service. It does not need an internet connection to play.
Some of this game's 2D art assets — creature, machine, prop and building sprites — were produced with the assistance of generative AI image tools during development. All generated material was reviewed, edited and hand-finished by our artists before it shipped, and it is integrated as fixed, pre-rendered art. The game does not generate any content live while you play.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Some graphic assets (club crests, flags, and interface icons) were created
with the help of generative AI tools during development. All content is
original and fictional, and does not reproduce any real brands, crests, or
logos. The match simulation, the game data, and the game code do not use AI
at runtime.
OpenAI ImageGen was used during development to generate and edit some pre-generated 2D pixel-art visual assets, including UI elements, icons, backgrounds, environment artwork, and character or animation source frames. All outputs were reviewed, selected, manually edited, cleaned up, resized, palette-normalized, and integrated by the developer as fixed game assets. The game does not use generative AI at runtime and does not generate live AI content.
Store assets, quiz content, and general layout of application generated with AI to help with design and formatting. Human review and edit before any code implemented. This game does not have any AI models running in the background or in-game. All scriptures are public domain.
Spring Tales uses generative AI in the following way:
Some of the game's 2D pixel-art assets — including certain characters, enemies, equipment and item icons, environment tiles, and user-interface elements — were created with the help of an AI-assisted art generation tool. Every AI-assisted asset was reviewed, edited, curated, and integrated by the developer to match the game's art style and quality standards.
No generative AI runs live during gameplay. The game does not generate any content in real time while you play — all art, text, and content shipped in the game is fixed and was produced during development.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Some in-game images, depicting traditional dress, festivals, food, and cultural artifacts, were created using an AI image generation pipeline (Google Gemini through an automated workflow). Every generated image was reviewed, curated, and approved by the developer before it was added to the game. No AI content is generated live during gameplay.
This game uses pre-generated AI-assisted artwork for characters, scene backgrounds, and store promotional assets. All AI-generated content was created before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
We use about 15 seconds of AI footage in our trailer. All assets in the game are human authored.
We also use a local, small and offline LLM (meaning: no data ever leaves your computer, and it does not cause significant performance drops) as a Director that controls: enemy spawn and frequency of challenges, essentially choosing when to press with difficulty and when to hold the challenge based on parameters such as player frustration, boredom and an emergence metric.
This mechanic does not generate any text, narrative or story: it is just a mechanic that controls game balance to ensure the best challenge. And you can turn it off on the settings menu, if you want.
Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists.
**Pre-Generated AI Content**
Generative AI tools were used during development to assist in creating some of the pre-generated content included in the game. The AI-assisted content includes images, music, written text, and translations.
All AI-assisted content was generated before release and is included in the game as fixed assets or data. The developer reviewed, selected, edited, and integrated the content before including it in the product. No content is generated by AI while the game is running.
The developer reviewed the included content and only incorporated material believed to have the necessary rights for distribution. Third-party copyrighted characters, trademarks, or other protected material were not intentionally requested or included.
**Live-Generated AI Content**
The game does not use live-generated AI. It does not connect to any generative AI service or generate AI-assisted content while the game is running.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans.
Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand.
The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting.
No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind.
Store page and marketing capsule artwork was drafted with generative AI, then quantized to a fixed 9-colour pixel palette and hand-adjusted before use. Interface translations outside Simplified Chinese and English were produced by machine translation and have not been reviewed by native speakers.
All in-game visuals, the user interface, the wordmark and the achievement icons are drawn programmatically in code and contain no AI-generated content. The game does not invoke generative AI at runtime; nothing is generated while you play.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
As a solo independent developer, I used generative AI as a support tool to assist in the creation of selected promotional artwork displayed on the Steam store page. All final assets were manually selected, edited, and integrated by me. No generative AI content is created during gameplay.
BACKBITE's in-game visual art — the snakes, power-up icons and other graphics —
was created with generative AI image tools and then prepared as sprites for the
game. In-game text was translated into the supported languages with AI
assistance. All music and sound effects come from licensed, human-made audio
libraries.
Generative AI was used strictly for the creation of marketing materials and store page capsule artwork. All in-game assets, including pixel art character sprites, environment tiles, animations, music, and source code, were 100% human-created.
Generative AI was used during development to create visual assets and other non-dialogue content included in the game. Generated assets were selected, edited, and integrated as part of the development process.
Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay.
Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
AI tools were used during the creation of draft visual assets. All AI-generated material is reviewed, edited, and manually refined by professional artists before being included in the final product.
Generative AI was used to assist in the creation of some scripts and visual assets. All generated content was reviewed and integrated by the developer.
Generative AI tools were used in the creation of certain assets for Camedieo.
Each was reviewed, reworked and integrated by us so the finished product holds a single consistent direction.
The developer used generative AI tools during the development process to assist with concept art and text translations. All final assets were reviewed and curated by the developer.
Generative AI tools were used during development to assist with the creation of [artwork, voice audio, text, and localization]. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
Pocket Pawns was made with the help of generative AI, and the game's own credits name every tool used.
Images and music: the chess piece art was generated with ChatGPT, the board art with Gemini, and the world and environment art from assets created with Nano Banana Pro alongside free-to-use CC0 packs found online. The soundtrack is from Suno.
Claude wrote the game's code, its writing, and its translations into ten languages — and made much of what you see and hear directly in code rather than from an image generator: the character pixel art, the in-world props and interface, the three-dimensional rooms, the animation, and the sound effects.
The chess itself is not generated. The puzzles come from the Lichess puzzle database, released under CC0, and your opponent is Stockfish, a classical open-source chess engine. Real positions, a real engine.
Nothing is generated while you play. Pocket Pawns creates no content at runtime and never connects to an AI service. It does not need an internet connection to play.
Some of this game's 2D art assets — creature, machine, prop and building sprites — were produced with the assistance of generative AI image tools during development. All generated material was reviewed, edited and hand-finished by our artists before it shipped, and it is integrated as fixed, pre-rendered art. The game does not generate any content live while you play.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Some graphic assets (club crests, flags, and interface icons) were created
with the help of generative AI tools during development. All content is
original and fictional, and does not reproduce any real brands, crests, or
logos. The match simulation, the game data, and the game code do not use AI
at runtime.
OpenAI ImageGen was used during development to generate and edit some pre-generated 2D pixel-art visual assets, including UI elements, icons, backgrounds, environment artwork, and character or animation source frames. All outputs were reviewed, selected, manually edited, cleaned up, resized, palette-normalized, and integrated by the developer as fixed game assets. The game does not use generative AI at runtime and does not generate live AI content.
Store assets, quiz content, and general layout of application generated with AI to help with design and formatting. Human review and edit before any code implemented. This game does not have any AI models running in the background or in-game. All scriptures are public domain.
Spring Tales uses generative AI in the following way:
Some of the game's 2D pixel-art assets — including certain characters, enemies, equipment and item icons, environment tiles, and user-interface elements — were created with the help of an AI-assisted art generation tool. Every AI-assisted asset was reviewed, edited, curated, and integrated by the developer to match the game's art style and quality standards.
No generative AI runs live during gameplay. The game does not generate any content in real time while you play — all art, text, and content shipped in the game is fixed and was produced during development.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Some in-game images, depicting traditional dress, festivals, food, and cultural artifacts, were created using an AI image generation pipeline (Google Gemini through an automated workflow). Every generated image was reviewed, curated, and approved by the developer before it was added to the game. No AI content is generated live during gameplay.
This game uses pre-generated AI-assisted artwork for characters, scene backgrounds, and store promotional assets. All AI-generated content was created before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
We use about 15 seconds of AI footage in our trailer. All assets in the game are human authored.
We also use a local, small and offline LLM (meaning: no data ever leaves your computer, and it does not cause significant performance drops) as a Director that controls: enemy spawn and frequency of challenges, essentially choosing when to press with difficulty and when to hold the challenge based on parameters such as player frustration, boredom and an emergence metric.
This mechanic does not generate any text, narrative or story: it is just a mechanic that controls game balance to ensure the best challenge. And you can turn it off on the settings menu, if you want.
Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists.