Public Steam disclosure research25,508 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 was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Draftfall uses pre-generated generative AI content created during development. Most 2D visual assets—including character artwork, sprites, backgrounds, card illustrations and story panels—were created with AI assistance, along with portions of the narrative and gameplay text. All content was reviewed, edited and integrated by the developer. Draftfall does not generate AI content during gameplay or connect to generative AI services while running.
Our visual development workflow uses generative AI to create parts of graphical elements and textures. Every AI-assisted visual asset is reviewed, edited and polished by our team to maintain a consistent visual standard across the game.
Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated.
Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
- AI content is focused on code implementation, review, and optimization.
- Game currently contains no audio, when implemented audio will be human made.
- Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets)
- All economic and management systems are developed by humans.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime.
Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made.
Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
Team Commander uses generative AI to interpret player-issued natural-language commands and convert them into predefined in-game actions. The AI is used for command interpretation and does not generate unrestricted story, dialogue, images, or other free-form gameplay content. Generative AI was also used to assist with some visual and localized store materials.
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
Some temporary store page artwork (capsule images) and marketing text were created with the assistance of AI tools. The game itself does not contain AI-generated art, sound, or content, and does not use AI generation at runtime.
Some visual assets, branding exploration, and first-pass localization drafts were created or assisted with generative AI tools. All content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not generate AI content in real time during gameplay.
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay.
Voxel Siege uses generative AI for some pre-generated content, all reviewed by the developer before inclusion. Specifically: some in-game material/block textures were created with AI image tools; the music and sound effects were created with AI audio-generation tools; the store page description and some marketing copy were drafted with AI assistance; and some level/fortress layouts were generated with AI-assisted tooling. All AI-generated content was created during development (not live or at runtime), was reviewed by the developer, and does not incorporate third-party intellectual property. The game does not generate any AI content live during gameplay.
Store page assets: These were primarily created by our designers through composition and arrangement of existing in-game assets, followed by minor AI-assisted adjustments to atmosphere (e.g., lighting, color tones). All final images have undergone thorough human review and refinement. The core design work was completed by our designers, with AI serving only as a supplementary tool to enhance the final presentation.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
I use AI to convert game screenshots into artwork for my store page, as well as my game splash screen. I create buttons with AI. I do not use AI inside of the gameplay itself.
Generative AI tools were used during development to create and assist with some pre-generated artwork, localization, and store/marketing assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. The game does not generate AI content during gameplay.
The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.
Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.
Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.
Generative AI was used to create pre-generated promotional artwork for the Steam store page and Steam library, including capsule, header, hero, and library artwork. The generated artwork was based on the developer's original game concepts and gameplay references. All outputs were manually reviewed, selected, edited, composited, resized, and verified by the developer before publication. Gameplay screenshots and the gameplay trailer use actual in-game footage. The game does not generate AI content during gameplay and does not connect to external AI services.
The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us.
The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service.
Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime.
Generative AI was used for:
- The game's logo and Steam store capsule artwork (image generation)
- Translation of in-game text into Turkish, German, French and Spanish
-AI-generated images were reviewed and edited before use.
AI coding assistants were used during development to help create and edit portions of the code and player-facing implementation that ship with the game. The game's 2D artwork was not created by an image-generation model. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. Visual assets are licensed/purchased assets and are not AI-generated. No AI content is generated live during gameplay all content is fixed and authored before release.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Draftfall uses pre-generated generative AI content created during development. Most 2D visual assets—including character artwork, sprites, backgrounds, card illustrations and story panels—were created with AI assistance, along with portions of the narrative and gameplay text. All content was reviewed, edited and integrated by the developer. Draftfall does not generate AI content during gameplay or connect to generative AI services while running.
Our visual development workflow uses generative AI to create parts of graphical elements and textures. Every AI-assisted visual asset is reviewed, edited and polished by our team to maintain a consistent visual standard across the game.
Some store marketing artwork (key art / capsules) was made with generative AI tools and then selected and edited. The game itself UI, simulation, and code is original and not AI-generated.
Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service.
Generative AI was used during the development of Between Jobs to assist in creating 2D graphical assets. This includes static background art, environmental textures, and store page graphics. No AI content is live-generated while playing the game.
- AI content is focused on code implementation, review, and optimization.
- Game currently contains no audio, when implemented audio will be human made.
- Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets)
- All economic and management systems are developed by humans.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime.
Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made.
Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
Team Commander uses generative AI to interpret player-issued natural-language commands and convert them into predefined in-game actions. The AI is used for command interpretation and does not generate unrestricted story, dialogue, images, or other free-form gameplay content. Generative AI was also used to assist with some visual and localized store materials.
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
Some temporary store page artwork (capsule images) and marketing text were created with the assistance of AI tools. The game itself does not contain AI-generated art, sound, or content, and does not use AI generation at runtime.
Some visual assets, branding exploration, and first-pass localization drafts were created or assisted with generative AI tools. All content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not generate AI content in real time during gameplay.
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay.
Voxel Siege uses generative AI for some pre-generated content, all reviewed by the developer before inclusion. Specifically: some in-game material/block textures were created with AI image tools; the music and sound effects were created with AI audio-generation tools; the store page description and some marketing copy were drafted with AI assistance; and some level/fortress layouts were generated with AI-assisted tooling. All AI-generated content was created during development (not live or at runtime), was reviewed by the developer, and does not incorporate third-party intellectual property. The game does not generate any AI content live during gameplay.
Store page assets: These were primarily created by our designers through composition and arrangement of existing in-game assets, followed by minor AI-assisted adjustments to atmosphere (e.g., lighting, color tones). All final images have undergone thorough human review and refinement. The core design work was completed by our designers, with AI serving only as a supplementary tool to enhance the final presentation.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
I use AI to convert game screenshots into artwork for my store page, as well as my game splash screen. I create buttons with AI. I do not use AI inside of the gameplay itself.
Generative AI tools were used during development to create and assist with some pre-generated artwork, localization, and store/marketing assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. The game does not generate AI content during gameplay.
The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.
Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.
Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.
Generative AI was used to create pre-generated promotional artwork for the Steam store page and Steam library, including capsule, header, hero, and library artwork. The generated artwork was based on the developer's original game concepts and gameplay references. All outputs were manually reviewed, selected, edited, composited, resized, and verified by the developer before publication. Gameplay screenshots and the gameplay trailer use actual in-game footage. The game does not generate AI content during gameplay and does not connect to external AI services.
The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us.
The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service.
Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime.
Generative AI was used for:
- The game's logo and Steam store capsule artwork (image generation)
- Translation of in-game text into Turkish, German, French and Spanish
-AI-generated images were reviewed and edited before use.
AI coding assistants were used during development to help create and edit portions of the code and player-facing implementation that ship with the game. The game's 2D artwork was not created by an image-generation model. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. Visual assets are licensed/purchased assets and are not AI-generated. No AI content is generated live during gameplay all content is fixed and authored before release.