Public Steam disclosure research25,376 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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This index adds cross-game classifications and statistics to
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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.
Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay.
Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding.
Generative AI Disclosure
As a solo developer, I used generative AI tools to assist in two specific areas of development:
Coding & Debugging: Used AI as a programming assistant for troubleshooting and debugging code, helping optimize performance and stability.
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
The music and some of the images were created using artificial intelligence. Localization into some languages was performed using artificial intelligence.
The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
Generative AI was used during development to help create some of the game's images, 3D models, animations, background music, sound effects, and story and dialogue text, and to translate in-game text. This includes generating images and models, as well as creating environment models, background music, and some sound effects using AI-written scripts. The story and dialogue use AI-generated text, edited as needed. Translations were created and revised during development and included in the game. This content was created in advance during development; the game does not generate content using generative AI during gameplay. Generative AI was also used to create promotional images and translate store descriptions into multiple languages for the Steam store.
Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
Generative AI was used during development to create visual assets, music and sound effects, and in-game text and translations. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to create or assist with character illustrations, some character sprites and other visual assets, store and promotional artwork, background music, and portions of localized text. These assets were selected, processed and integrated by the developer. The game does not generate AI content during play and does not connect to external AI services at runtime.
The game's art assets (tile, monster and item sprite atlases) were produced during development using OpenAI's image generation service. We then processed the output ourselves into transparent PNGs and assembled them into atlases, which ship as static assets inside the build. The game does not call any AI service at runtime and contains no live-generated content. Every generated image was manually reviewed and corrected before being added to the atlas. Apart from the art, the code, game design, balance and text involve no AI-generated content.
Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Generative AI was used for the cards, interface icons, translations and the store page text.
All generated content was selected and checked by hand before it went into the game. No AI is used at runtime.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay.
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay.
Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding.
Generative AI Disclosure
As a solo developer, I used generative AI tools to assist in two specific areas of development:
Coding & Debugging: Used AI as a programming assistant for troubleshooting and debugging code, helping optimize performance and stability.
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
The music and some of the images were created using artificial intelligence. Localization into some languages was performed using artificial intelligence.
The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play.
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
We use AI tools to help with localization and to rework or resize some visual assets. Our team carefully reviews and refines the results before they make it into the game. It’s still the same team behind our games for the past 15 years, making the creative decisions and taking care of the details.
Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
Generative AI was used during development to help create some of the game's images, 3D models, animations, background music, sound effects, and story and dialogue text, and to translate in-game text. This includes generating images and models, as well as creating environment models, background music, and some sound effects using AI-written scripts. The story and dialogue use AI-generated text, edited as needed. Translations were created and revised during development and included in the game. This content was created in advance during development; the game does not generate content using generative AI during gameplay. Generative AI was also used to create promotional images and translate store descriptions into multiple languages for the Steam store.
Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
Generative AI was used during development to create visual assets, music and sound effects, and in-game text and translations. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to create or assist with character illustrations, some character sprites and other visual assets, store and promotional artwork, background music, and portions of localized text. These assets were selected, processed and integrated by the developer. The game does not generate AI content during play and does not connect to external AI services at runtime.
The game's art assets (tile, monster and item sprite atlases) were produced during development using OpenAI's image generation service. We then processed the output ourselves into transparent PNGs and assembled them into atlases, which ship as static assets inside the build. The game does not call any AI service at runtime and contains no live-generated content. Every generated image was manually reviewed and corrected before being added to the atlas. Apart from the art, the code, game design, balance and text involve no AI-generated content.
Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Generative AI was used for the cards, interface icons, translations and the store page text.
All generated content was selected and checked by hand before it went into the game. No AI is used at runtime.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay.
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.