Public Steam disclosure research25,376 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.
AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team.
Generative AI was used to create artwork for the truck, cargo, environments, route illustrations, and store materials. AI tools also assisted with writing and localization. All such content was created before release. The game does not generate AI content or connect to AI services during gameplay.
AI-generated artwork includes the MMA menu image, Steam capsules, library art and store background. No live AI generation or external AI service is used during gameplay.
Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Some of the in-game text and the store page text were written with the help of AI tools and edited by the developer. All artwork and sound are drawn and synthesized by the game's own code; no image, audio or video generators were used. Nothing is generated by AI while you play.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play.
Generative AI was used during development to create visual art, sound effects, music, and text/localization, including store and marketing assets. These assets were reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay.
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.
This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play.
Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service.
Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay.
Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing.
Generative AI tools helped create selected 2D artwork, including in-game branding, decorative art, and store and marketing illustrations, and assisted with translations of the store page text. This content is pre-generated; the game does not generate AI content during gameplay.
The game's cases, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. No content is generated while you play.
The key art, store capsules and library artwork were created with an AI image generator and edited by the developer. The trailer music was generated with Suno under a paid plan. No AI-generated content is included in the game itself, and the game runs no AI generation and requires no AI service.
AI tools were used to create artwork and some of the background music included in the game. The game does not generate new content with generative AI during play.
Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay.
Generative AI tools were used to create and refine promotional artwork and startup/loading artwork based on our game’s character designs. The startup artwork is included in the game.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay.
AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
Current development builds include one AI-generated splash-screen image and a small number of prerecorded soldier voice lines created using generative AI. No content is generated by AI during gameplay.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team.
Generative AI was used to create artwork for the truck, cargo, environments, route illustrations, and store materials. AI tools also assisted with writing and localization. All such content was created before release. The game does not generate AI content or connect to AI services during gameplay.
AI-generated artwork includes the MMA menu image, Steam capsules, library art and store background. No live AI generation or external AI service is used during gameplay.
Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Some of the in-game text and the store page text were written with the help of AI tools and edited by the developer. All artwork and sound are drawn and synthesized by the game's own code; no image, audio or video generators were used. Nothing is generated by AI while you play.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play.
Generative AI was used during development to create visual art, sound effects, music, and text/localization, including store and marketing assets. These assets were reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay.
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.
This game uses generative AI for creating textures, assisting with coding, and localizing text. All of this was produced during development, and the game does not use AI to generate new content while you play.
Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service.
Some of this game's art, music, sound effects, 3D models, and translations were created with the help of generative AI. No content is generated by AI during gameplay.
Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing.
Generative AI tools helped create selected 2D artwork, including in-game branding, decorative art, and store and marketing illustrations, and assisted with translations of the store page text. This content is pre-generated; the game does not generate AI content during gameplay.
The game's cases, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. No content is generated while you play.
The key art, store capsules and library artwork were created with an AI image generator and edited by the developer. The trailer music was generated with Suno under a paid plan. No AI-generated content is included in the game itself, and the game runs no AI generation and requires no AI service.
AI tools were used to create artwork and some of the background music included in the game. The game does not generate new content with generative AI during play.
Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay.
Generative AI tools were used to create and refine promotional artwork and startup/loading artwork based on our game’s character designs. The startup artwork is included in the game.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay.