Public Steam disclosure research26,525 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.
Generative AI tools were used during development to assist in creating some artwork, text, and localization used in the game. All AI-assisted content was reviewed, selected, and edited by the developer before being included in the game. No generative AI is used during gameplay.
This game uses generative AI to create pre-generated content that ships with the game: character and monster artwork, backgrounds and other images, the logo, negotiation dialogue text, and level design. The store page text and marketing images are also created with AI assistance. No AI content is generated live while you play.
Music, background, videos and images in this game, especially the artwork, were created using AI tools as a visual supplement.
This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
Generative AI tools were used to assist with drafting and refining the Steam store page description for Ignite: The Ritual. No generative AI content is used as an in-game asset or generated during gameplay.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
SoundGoat includes an optional real-time AI voice changer and offline dictation. Both run entirely on your own PC. One community RVC voice model ("Egirl") is included. Parts of the code and texts were written with AI assistance
Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running.
Generative AI was used during development to create selected pre-generated visual assets, including some character models, weapon presentation models and related images, as well as some promotional artwork for the store. These assets were selected, post-processed and integrated by the developer. Store gameplay screenshots are captured from the running game and have not been generatively altered; they may show game content that uses pre-generated AI assets. The current game does not call generative AI services or generate new content during play.
AI tools were used during development to assist with portions of the game’s artwork, audio, and gameplay logic, which were refined and integrated by the developer. All AI-assisted content was created in advance; the game does not use real-time generative AI during gameplay.
Generative AI was used to create pre-generated vivid reinterpretations of public-domain classical paintings and promotional/store artwork. These fixed images are included with the game. Gameplay does not generate AI content or connect to external AI services; imported images are processed locally.
Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI.
Generative AI was used during development to assist in creating some character, monster, pet, environment, item icon, and promotional artwork, as well as to support programming and multilingual text translation. The resulting content was selected, adjusted, and integrated into the game by the developer. This content is created in advance during development; the game does not generate AI content in real time during gameplay.
The Seven Beacons is made by a small independent studio that uses generative AI tools as part of production. Every piece is directed, chosen and integrated by the developer.
Pre-generated with AI assistance:
- Illustrations: combat art, backgrounds, characters, and the store and library art.
- Music: compositions created with AI assistance and performed with sampled instruments.
- The English and Brazilian Portuguese translations (the game was written in Spanish).
- Pixel sprites and sound effects, generated by scripts written with AI assistance.
- The text of this store page.
The game does not generate any AI content while you play: everything you see and hear was made before release and ships with the game.
This game uses generative AI to assist in creating some game assets. All AI-generated assets are manually reviewed, adjusted, and refined by the developer. The game does not generate AI content in real-time during gameplay.
Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review.
The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated.
Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
The 3D models and textures of the characters (player, soldiers, and the ghosts in the home base) were generated with Tripo AI from original images drawn by the developer. The gym ghost is based on a model by Flick (used with permission); its ghost design was adapted with ChatGPT and then converted to 3D with Tripo AI. UI icons, card illustrations, backgrounds (sky, grass), some textures, and the store key art were generated with ChatGPT / DALL·E. All generated assets were reviewed and adjusted by the developer. Music, sound effects, ambient sounds, and animations were not made with generative AI (some sound effects and ambient sounds are procedurally synthesized by code).
Generative AI tools were used in a limited capacity during development to assist with some audio and visual elements. The vast majority of the game's content was created by our team.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
As a solo developer, I used generative AI to help create the game’s 440 different jar labels and localization content. Every label was individually reviewed by me and edited where necessary.
AI SOUL uses generative AI for conversational text, synthesized speech and speech-driven facial animation. Character imagery and store artwork include AI-generated material. Core conversation models run locally. Xiaoya is a synthetic character, not a live human operator. Responses may be inaccurate.
Generative AI was used to help create some of the game's art assets, concept art, and promotional images, which were then selected, refined, and integrated by the developer.
Some of the artwork in Wonder Glider (scenery, characters, icons and the title lettering) and some of its text and translations were created with the help of generative AI tools, then edited by us. The game does not generate any AI content while you play.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
Generative AI-assisted tools were used during development for parts of localization and written marketing content. During gameplay, automated translation may be used to translate player-written chat messages between supported languages. Original player messages are written by users and are not generated by AI.
No art, audio, levels, or other authored game content was created using generative AI.
However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject.
AI was used as an interface and scripting assistant for industry standard tools such as Reaper, Godot, Blender, Aseprite, and Deepl for enhancing the quality and consistency of the game content and building systems I otherwise would not have the capacity to design and implement as solo developer.
Where possible, artists are and will continue to be supported via use of their paid or free assets. For this game, the most money spent was on Quaternius source level packages.
Notable exception to this is the UI, which was generated using RetroDiffusion with a python pipeline built in house for consistent design around UI elements using color normalization and targeting from a theme palette, which is then imported and tweaked in Godot.
Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live.
Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime.
Generative AI was used to create pre-rendered English voice performances and selected music used in the game. All AI-generated content is fixed before release; GhostLine does not generate content during gameplay or connect to an external AI service.
Translation: AI tools assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French.
The booth announcer's voice (Chuck Baseball) is generated with ElevenLabs from a script written by the developers. AI tools also assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French.
Generative AI tools were used during development to assist in creating some artwork, text, and localization used in the game. All AI-assisted content was reviewed, selected, and edited by the developer before being included in the game. No generative AI is used during gameplay.
This game uses generative AI to create pre-generated content that ships with the game: character and monster artwork, backgrounds and other images, the logo, negotiation dialogue text, and level design. The store page text and marketing images are also created with AI assistance. No AI content is generated live while you play.
Music, background, videos and images in this game, especially the artwork, were created using AI tools as a visual supplement.
This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
Generative AI tools were used to assist with drafting and refining the Steam store page description for Ignite: The Ritual. No generative AI content is used as an in-game asset or generated during gameplay.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
SoundGoat includes an optional real-time AI voice changer and offline dictation. Both run entirely on your own PC. One community RVC voice model ("Egirl") is included. Parts of the code and texts were written with AI assistance
Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running.
Generative AI was used during development to create selected pre-generated visual assets, including some character models, weapon presentation models and related images, as well as some promotional artwork for the store. These assets were selected, post-processed and integrated by the developer. Store gameplay screenshots are captured from the running game and have not been generatively altered; they may show game content that uses pre-generated AI assets. The current game does not call generative AI services or generate new content during play.
AI tools were used during development to assist with portions of the game’s artwork, audio, and gameplay logic, which were refined and integrated by the developer. All AI-assisted content was created in advance; the game does not use real-time generative AI during gameplay.
Generative AI was used to create pre-generated vivid reinterpretations of public-domain classical paintings and promotional/store artwork. These fixed images are included with the game. Gameplay does not generate AI content or connect to external AI services; imported images are processed locally.
Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI.
Generative AI was used during development to assist in creating some character, monster, pet, environment, item icon, and promotional artwork, as well as to support programming and multilingual text translation. The resulting content was selected, adjusted, and integrated into the game by the developer. This content is created in advance during development; the game does not generate AI content in real time during gameplay.
The Seven Beacons is made by a small independent studio that uses generative AI tools as part of production. Every piece is directed, chosen and integrated by the developer.
Pre-generated with AI assistance:
- Illustrations: combat art, backgrounds, characters, and the store and library art.
- Music: compositions created with AI assistance and performed with sampled instruments.
- The English and Brazilian Portuguese translations (the game was written in Spanish).
- Pixel sprites and sound effects, generated by scripts written with AI assistance.
- The text of this store page.
The game does not generate any AI content while you play: everything you see and hear was made before release and ships with the game.
This game uses generative AI to assist in creating some game assets. All AI-generated assets are manually reviewed, adjusted, and refined by the developer. The game does not generate AI content in real-time during gameplay.
Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review.
The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated.
Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
The 3D models and textures of the characters (player, soldiers, and the ghosts in the home base) were generated with Tripo AI from original images drawn by the developer. The gym ghost is based on a model by Flick (used with permission); its ghost design was adapted with ChatGPT and then converted to 3D with Tripo AI. UI icons, card illustrations, backgrounds (sky, grass), some textures, and the store key art were generated with ChatGPT / DALL·E. All generated assets were reviewed and adjusted by the developer. Music, sound effects, ambient sounds, and animations were not made with generative AI (some sound effects and ambient sounds are procedurally synthesized by code).
Generative AI tools were used in a limited capacity during development to assist with some audio and visual elements. The vast majority of the game's content was created by our team.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
As a solo developer, I used generative AI to help create the game’s 440 different jar labels and localization content. Every label was individually reviewed by me and edited where necessary.
AI SOUL uses generative AI for conversational text, synthesized speech and speech-driven facial animation. Character imagery and store artwork include AI-generated material. Core conversation models run locally. Xiaoya is a synthetic character, not a live human operator. Responses may be inaccurate.
Generative AI was used to help create some of the game's art assets, concept art, and promotional images, which were then selected, refined, and integrated by the developer.
Some of the artwork in Wonder Glider (scenery, characters, icons and the title lettering) and some of its text and translations were created with the help of generative AI tools, then edited by us. The game does not generate any AI content while you play.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
Generative AI-assisted tools were used during development for parts of localization and written marketing content. During gameplay, automated translation may be used to translate player-written chat messages between supported languages. Original player messages are written by users and are not generated by AI.
No art, audio, levels, or other authored game content was created using generative AI.
However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject.
AI was used as an interface and scripting assistant for industry standard tools such as Reaper, Godot, Blender, Aseprite, and Deepl for enhancing the quality and consistency of the game content and building systems I otherwise would not have the capacity to design and implement as solo developer.
Where possible, artists are and will continue to be supported via use of their paid or free assets. For this game, the most money spent was on Quaternius source level packages.
Notable exception to this is the UI, which was generated using RetroDiffusion with a python pipeline built in house for consistent design around UI elements using color normalization and targeting from a theme palette, which is then imported and tweaked in Godot.
Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live.
Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime.
Generative AI was used to create pre-rendered English voice performances and selected music used in the game. All AI-generated content is fixed before release; GhostLine does not generate content during gameplay or connect to an external AI service.
Translation: AI tools assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French.
The booth announcer's voice (Chuck Baseball) is generated with ElevenLabs from a script written by the developers. AI tools also assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French.