Public Steam disclosure research25,512 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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 was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself.
My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine.
What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong.
What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules.
Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site.
Some of this game's 2D art assets — creature, machine, prop and building sprites — were produced with the assistance of generative AI image tools during development. All generated material was reviewed, edited and hand-finished by our artists before it shipped, and it is integrated as fixed, pre-rendered art. The game does not generate any content live while you play.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Some character artwork was developed from AI-assisted concept images, then
rebuilt and refined by the developer through 3D modelling and a deterministic
No generative AI is used while the game is running.
Store assets, quiz content, and general layout of application generated with AI to help with design and formatting. Human review and edit before any code implemented. This game does not have any AI models running in the background or in-game. All scriptures are public domain.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Generative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay.
Some in-game images, depicting traditional dress, festivals, food, and cultural artifacts, were created using an AI image generation pipeline (Google Gemini through an automated workflow). Every generated image was reviewed, curated, and approved by the developer before it was added to the game. No AI content is generated live during gameplay.
Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.
Were used during development to assist with selected visual asset workflows.
All final assets were reviewed, edited, optimized, and manually integrated by the developer.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
Generative AI tools were used during the development and preparation of the game and its visual materials.
The game logo used in the main menu and pause panel was created with the assistance of AI.
AI assistance was used during the coding and development process when needed.
The logo animations shown at the beginning of the games were created with AI assistance.
Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance.
AI was used specifically for the intro logo animation.
For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
AI assistance was used to edit and localize the Steam store text and to help select, crop, and composite developer-captured gameplay screenshots and recordings with the developer-provided JANJARA logo for store capsules, library artwork, client icons, and the trailer. No synthetic gameplay imagery or audio was generated, and the game does not generate AI content during play.
The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description.
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content.
Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
This game uses generative AI for part of the destination crest artwork and for the store page text and its translations. No content is generated by AI while you play.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay.
Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
The game does not generate any content with AI at runtime. Some illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made.
Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself.
My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine.
What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong.
What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules.
Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site.
Some of this game's 2D art assets — creature, machine, prop and building sprites — were produced with the assistance of generative AI image tools during development. All generated material was reviewed, edited and hand-finished by our artists before it shipped, and it is integrated as fixed, pre-rendered art. The game does not generate any content live while you play.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Some character artwork was developed from AI-assisted concept images, then
rebuilt and refined by the developer through 3D modelling and a deterministic
No generative AI is used while the game is running.
Store assets, quiz content, and general layout of application generated with AI to help with design and formatting. Human review and edit before any code implemented. This game does not have any AI models running in the background or in-game. All scriptures are public domain.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Generative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay.
Some in-game images, depicting traditional dress, festivals, food, and cultural artifacts, were created using an AI image generation pipeline (Google Gemini through an automated workflow). Every generated image was reviewed, curated, and approved by the developer before it was added to the game. No AI content is generated live during gameplay.
Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.
Were used during development to assist with selected visual asset workflows.
All final assets were reviewed, edited, optimized, and manually integrated by the developer.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
Generative AI tools were used during the development and preparation of the game and its visual materials.
The game logo used in the main menu and pause panel was created with the assistance of AI.
AI assistance was used during the coding and development process when needed.
The logo animations shown at the beginning of the games were created with AI assistance.
Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance.
AI was used specifically for the intro logo animation.
For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
AI assistance was used to edit and localize the Steam store text and to help select, crop, and composite developer-captured gameplay screenshots and recordings with the developer-provided JANJARA logo for store capsules, library artwork, client icons, and the trailer. No synthetic gameplay imagery or audio was generated, and the game does not generate AI content during play.
The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description.
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content.
Some visual assets in this game — including character portraits, illustrations, and marketing images — were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with programming and to create some pre-generated visual assets, including icons, illustrations, and sprite artwork. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
This game uses generative AI for part of the destination crest artwork and for the store page text and its translations. No content is generated by AI while you play.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay.