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.
The game includes some temporary AI-generated content (such as images, sounds, or graphical elements) used solely to speed up the development process. All of these assets are provisional and will be progressively replaced with original materials as the project advances.
This game is the handcrafted work of a solo indie developer and artist. During the development process, generative tools were used as supportive instruments within the creative workflow for specific assets. The final game experience fully reflects the developer’s original creative vision and craftsmanship.
We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals.
The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted)
Some background and terrain texture images in the game were generated using AI and may have been manually edited.
The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods."
This game uses simple self coded artificial intelligence to generate positions for blocks, backgrounds, clouds, grass and enemies.
No other Ai apps were used to create anything for this game or used while the game is running.
Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI.
Generative AI Integration:
During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content.
We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation.
We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists.
As much as we love handcrafted assets and visuals, we are only a two-person team. Some images, icons, and parts of the localization were created with the help of AI. This is a temporary solution, and our goal is to move away from AI-generated content entirely in the future.
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
The game includes some temporary AI-generated content (such as images, sounds, or graphical elements) used solely to speed up the development process. All of these assets are provisional and will be progressively replaced with original materials as the project advances.
This game is the handcrafted work of a solo indie developer and artist. During the development process, generative tools were used as supportive instruments within the creative workflow for specific assets. The final game experience fully reflects the developer’s original creative vision and craftsmanship.
We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals.
The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted)
Some background and terrain texture images in the game were generated using AI and may have been manually edited.
The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods."
This game uses simple self coded artificial intelligence to generate positions for blocks, backgrounds, clouds, grass and enemies.
No other Ai apps were used to create anything for this game or used while the game is running.
Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI.
Generative AI Integration:
During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content.
We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation.
We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists.
As much as we love handcrafted assets and visuals, we are only a two-person team. Some images, icons, and parts of the localization were created with the help of AI. This is a temporary solution, and our goal is to move away from AI-generated content entirely in the future.
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.