Public Steam disclosure research25,508 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.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
Generative AI tools were used to help create some of our promotional artwork, such as the store capsule and key art. AI is used to develop intelligence of the enemy bot players in the arena. It was reviewed and selected by our team. No AI content is generated during gameplay.
SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release.
Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played.
Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services.
Generative AI tools were used during development to assist with in-game dialogue, Korean localization, programming, and store-page text and marketing materials. Orbit Foundry does not generate AI content or connect to AI services during gameplay.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games.
Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI.
This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime.
This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line.
Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production.
Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services.
In-game icons and background assets were generated with AI and then manually adjusted
Promotional images and promotional videos were generated with AI and then manually adjusted
Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human.
Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services.
This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made.
Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime.
Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer.
No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets.
This game was vibe coded in C++ with Claude Code Opus 5, and some GPT-6 Astra while I operated Unreal Engine 5.7. Many of the assets were purchased at fab.com, and the voices are from elevenlabs.io. Call it shovelware if you like, I had fun shoveling.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay.
Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL).
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay.
Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers).
Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English.
The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English.
Card Monarchy was made using AI tools.
PRE-GENERATED CONTENT
- Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision.
- Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources.
NOTHING IS GENERATED WHILE YOU PLAY
The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair.
The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime.
Card illustrations, some environment backgrounds and promotional assets in this game were created with AI-assisted generation tools, then hand-picked, edited and post-processed by the team. No AI-generated content is produced at runtime; the game does not connect to any external AI service during gameplay.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
Generative AI tools were used to help create some of our promotional artwork, such as the store capsule and key art. AI is used to develop intelligence of the enemy bot players in the arena. It was reviewed and selected by our team. No AI content is generated during gameplay.
SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release.
Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played.
Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services.
Generative AI tools were used during development to assist with in-game dialogue, Korean localization, programming, and store-page text and marketing materials. Orbit Foundry does not generate AI content or connect to AI services during gameplay.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games.
Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI.
This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime.
This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line.
Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production.
Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services.
In-game icons and background assets were generated with AI and then manually adjusted
Promotional images and promotional videos were generated with AI and then manually adjusted
Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human.
Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services.
This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made.
Some marketing concept art (store page / website) was created with Leonardo.ai and is labelled as concept art. No AI-generated content ships in the game itself. Every mesh, texture, material and sound is generated procedurally by the game's own code at runtime.
Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer.
No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets.
This game was vibe coded in C++ with Claude Code Opus 5, and some GPT-6 Astra while I operated Unreal Engine 5.7. Many of the assets were purchased at fab.com, and the voices are from elevenlabs.io. Call it shovelware if you like, I had fun shoveling.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay.
Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL).
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay.
Ai was only used to help polish the content on the store page and to create the company and game logos. All code and assets used in game were created by humans (the author, online verified sources, or contracted/paid designers).
Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English.
The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English.
Card Monarchy was made using AI tools.
PRE-GENERATED CONTENT
- Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision.
- Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources.
NOTHING IS GENERATED WHILE YOU PLAY
The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair.
The game's code was written with AI assistance. All game design, gameplay decisions, difficulty tuning, and testing were done by hand by the developer. The game contains no AI-generated art, audio, or text content, and does not generate any content with AI at runtime.
Card illustrations, some environment backgrounds and promotional assets in this game were created with AI-assisted generation tools, then hand-picked, edited and post-processed by the team. No AI-generated content is produced at runtime; the game does not connect to any external AI service during gameplay.