Public Steam disclosure research25,380 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 Chef Brawl, we have utilized AI in the following ways:
Content Generation: Some game content was initially generated using AI tools. This served as a starting point for our creative process.
Design References: AI was used to create design references and inspiration for our final product.
Human Refinement: While AI assisted in the initial stages, all AI-generated content and designs were reviewed, refined, and finalized by our human development team to ensure quality and coherence with our game vision.
No core gameplay mechanics or critical narrative elements rely on real-time AI processing. The AI was primarily used as a tool in our development process to enhance creativity and efficiency."
The game Delta Strike uses AI generated assets or images for the store page and marketing Material. No AI generated Code or live generated AI is used in Delta Strike.
Our design team used generative AI to create preliminary concept images to effectively communicate ideas with our art team. However, all of the final game artwork was crafted by our human artists without the use of AI
* The background scene of the in-door shooting range is AI generated
* Some of the widgets use pre-rendered graphics
* Some voice overs for widgets use pre-rendered AI files
Some of our artwork is placeholder AI. We have decided to use AI art to allow us to quickly test cards and features that are rapidly changing. We consider AI art as a development tool and not as a substitute for talented artists. We respect the concerns the community has about the use of AI artwork and plan to remove all AI art from the game as cards and features become locked. This means AI art will be removed iteratively during Early Access, with Village Studio committed to it being completely removed by full launch.
In Rivandy, Artificial Intelligence is only used as a creative assistant. Since we are a very small team, AI helps us mainly with artistic aspects—such as illustrations to enhance immersion, or voice generation to ensure consistency across characters. Occasionally, it may assist in code prototyping to unblock situations.
However, the game itself is essentially human-made: the core code, design, and mechanics are developed by us, and all visual assets such as FX and 3D models are purchased, not AI-generated.
This way, we can stay focused on building a unique, handcrafted experience while using AI only as a supportive tool.
Some visual assets and promotional materials for Rimal were created or enhanced using generative AI tools during development.
All gameplay mechanics, progression systems, and core game logic are fully designed and controlled by the development team.
No AI-generated content is created dynamically during gameplay.
Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times.
All core game content has been carefully designed and curated by our team to ensure quality and originality.
This platform features user-generated content, and some of that content may include AI-generated content. Our team does not use AI to generate any content.
I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. Examples include voiceover audio where we utilize text-to-speech tools to e.g. generate the audio of our in-game commentators Scotty & June.
Some graphic materials are processed by the generated material, based on its own trained AI model. However, none of the material is completely generated by AI. All the work on creating materials is done manually using graphic editors.
During the beta phase of Steel Hunters, we may use AI-generated voices for certain in-game characters, including the announcer, to support our development process. The majority of the voices in the game are performed by real voice actors, and AI-generated voices will be replaced with human voices before the official launch. This helps us focus on delivering the best experience while the game is still in development.
Translation into some languages (in the game and on the store page) and some of the store page assets were made with the assistance of AI. Some elements inside the game like shirts, items, textures, sounds, models and others may be generated with the assistance of AI.
"In Chef Brawl, we have utilized AI in the following ways:
Content Generation: Some game content was initially generated using AI tools. This served as a starting point for our creative process.
Design References: AI was used to create design references and inspiration for our final product.
Human Refinement: While AI assisted in the initial stages, all AI-generated content and designs were reviewed, refined, and finalized by our human development team to ensure quality and coherence with our game vision.
No core gameplay mechanics or critical narrative elements rely on real-time AI processing. The AI was primarily used as a tool in our development process to enhance creativity and efficiency."
The game Delta Strike uses AI generated assets or images for the store page and marketing Material. No AI generated Code or live generated AI is used in Delta Strike.
Our design team used generative AI to create preliminary concept images to effectively communicate ideas with our art team. However, all of the final game artwork was crafted by our human artists without the use of AI
* The background scene of the in-door shooting range is AI generated
* Some of the widgets use pre-rendered graphics
* Some voice overs for widgets use pre-rendered AI files
Some of our artwork is placeholder AI. We have decided to use AI art to allow us to quickly test cards and features that are rapidly changing. We consider AI art as a development tool and not as a substitute for talented artists. We respect the concerns the community has about the use of AI artwork and plan to remove all AI art from the game as cards and features become locked. This means AI art will be removed iteratively during Early Access, with Village Studio committed to it being completely removed by full launch.
In Rivandy, Artificial Intelligence is only used as a creative assistant. Since we are a very small team, AI helps us mainly with artistic aspects—such as illustrations to enhance immersion, or voice generation to ensure consistency across characters. Occasionally, it may assist in code prototyping to unblock situations.
However, the game itself is essentially human-made: the core code, design, and mechanics are developed by us, and all visual assets such as FX and 3D models are purchased, not AI-generated.
This way, we can stay focused on building a unique, handcrafted experience while using AI only as a supportive tool.
Some visual assets and promotional materials for Rimal were created or enhanced using generative AI tools during development.
All gameplay mechanics, progression systems, and core game logic are fully designed and controlled by the development team.
No AI-generated content is created dynamically during gameplay.
Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times.
All core game content has been carefully designed and curated by our team to ensure quality and originality.
This platform features user-generated content, and some of that content may include AI-generated content. Our team does not use AI to generate any content.
I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. Examples include voiceover audio where we utilize text-to-speech tools to e.g. generate the audio of our in-game commentators Scotty & June.
Some graphic materials are processed by the generated material, based on its own trained AI model. However, none of the material is completely generated by AI. All the work on creating materials is done manually using graphic editors.
During the beta phase of Steel Hunters, we may use AI-generated voices for certain in-game characters, including the announcer, to support our development process. The majority of the voices in the game are performed by real voice actors, and AI-generated voices will be replaced with human voices before the official launch. This helps us focus on delivering the best experience while the game is still in development.
Translation into some languages (in the game and on the store page) and some of the store page assets were made with the assistance of AI. Some elements inside the game like shirts, items, textures, sounds, models and others may be generated with the assistance of AI.