Public Steam disclosure research25,376 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.
Some early designs of characters were assisted by AI, and the initial animations of some characters were also aided by AI.
Utilize generative artificial intelligence to aid in the translation and localization of menu texts and interface elements.
This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use.
100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.
Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion.
EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers.
Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time.
Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates.
AI-assisted tools were used only to help create some sound assets. All audio was carefully reviewed and approved by the developer before being included in the game.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game.
Generative AI was used to assist in refining and polishing a limited number of hand-drawn 2D pixel art assets, such as the main menu artwork and steam store capsule imagery. All assets are heavily based on original hand-drawn concepts.
FLOWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio).
The game contains no AI-generated image or audio assets, and no generative AI runs while you play.
Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made.
Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players.
This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed.
Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
AI Usage Disclosure
AI tools were used to assist in writing and reviewing portions of the game’s code, as well as for generating early marketing materials. All AI-generated content was reviewed, modified, and finalized by the developer.
Generative AI tools were used to assist in the creation of certain visual assets and sound effects. All content was reviewed, edited, and implemented manually by the developer.
Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer.
"Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay —
▎ all text, audio, and visuals are pre-authored and fixed."
Some NPC portraits and player character face options in Starminer were created with the assistance of generative AI image tools during development. Generative AI was also used to help generate some informational dialogue, help texts, and tooltips. All AI-generated assets and text were reviewed, curated, and edited by our team before being integrated into the final build. No generative AI is used at runtime. All content shipped in the game is static and pre-authored.
Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements.
Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation.
The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans.
BreakDespair2D uses Stable Diffusion for some character portraits and background images.
No AI-generated content is created during gameplay.
The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the development team.
All game design decisions, including gameplay systems, boss mechanics, quests, NPC dialogue, progression, and balancing, were created by the human developers.
AI is not used during gameplay.
Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live.
Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay.
Some early designs of characters were assisted by AI, and the initial animations of some characters were also aided by AI.
Utilize generative artificial intelligence to aid in the translation and localization of menu texts and interface elements.
This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use.
100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.
Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion.
EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers.
Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time.
Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates.
AI-assisted tools were used only to help create some sound assets. All audio was carefully reviewed and approved by the developer before being included in the game.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game.
Generative AI was used to assist in refining and polishing a limited number of hand-drawn 2D pixel art assets, such as the main menu artwork and steam store capsule imagery. All assets are heavily based on original hand-drawn concepts.
FLOWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio).
The game contains no AI-generated image or audio assets, and no generative AI runs while you play.
Some of the game's 2D art assets (creature/lifeform illustrations and background imagery) were created with the help of generative AI image-generation tools. All AI-generated assets were hand-selected, edited and curated by the developer before being included in the build. The game does not generate any AI content live at runtime — all content ships pre-made.
Generative AI tools were used during development to assist in the creation of selected textures, 3D models, 2D graphics, and written text used in the game and on the Steam store page. All AI-assisted assets and text were manually reviewed, edited, and integrated by the developer before release. The game does not use generative AI during gameplay and does not generate live content for players.
This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed.
Gobbo Quest Idle contains pre-generated content created with the assistance of generative artificial intelligence, including visual assets used within the game and on its store page. The game's design, gameplay systems, progression, and implementation were developed by the creator.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
AI Usage Disclosure
AI tools were used to assist in writing and reviewing portions of the game’s code, as well as for generating early marketing materials. All AI-generated content was reviewed, modified, and finalized by the developer.
Generative AI tools were used to assist in the creation of certain visual assets and sound effects. All content was reviewed, edited, and implemented manually by the developer.
Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer.
"Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay —
▎ all text, audio, and visuals are pre-authored and fixed."
Some NPC portraits and player character face options in Starminer were created with the assistance of generative AI image tools during development. Generative AI was also used to help generate some informational dialogue, help texts, and tooltips. All AI-generated assets and text were reviewed, curated, and edited by our team before being integrated into the final build. No generative AI is used at runtime. All content shipped in the game is static and pre-authored.
Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements.
Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation.
The original game language is English. Localization for all other supported languages was generated using advanced AI translation tools to make the game accessible to more players worldwide at launch. The entire game code, design, assets, and original English text were entirely created by humans.
BreakDespair2D uses Stable Diffusion for some character portraits and background images.
No AI-generated content is created during gameplay.
The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the development team.
All game design decisions, including gameplay systems, boss mechanics, quests, NPC dialogue, progression, and balancing, were created by the human developers.
AI is not used during gameplay.
Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live.
Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay.