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.
OrbFlow was created with the assistance of AI coding agents for script generation, physics optimization, and text drafting. All game design, level layouts, visual aesthetics, and quality assurance were directed, tested, and refined by the human developer.
The developer describes how their game uses Generative AI in the development process:
- Pre-generated Content: Generative AI tools were used during development to assist in creating concept art, text drafts, and localization text. All AI-assisted assets were subsequently reviewed, edited, and refined by the developer.
- The game does not contain any live-generated AI content during gameplay.
The game uses generative artificial intelligence on informative text messages and coding assistance. The game rules and campaign maps are crafted by a human,.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
All visual art in SagoCat — characters, animation, and visual design — is hand-crafted, with no AI used.
Generative AI is used as follows: the pet's conversational replies are generated in real time by a third-party AI service and require an internet connection (use the built-in free quota or your own API key); during development, AI tools also assisted with parts of the code, some in-app text, and some sound effects.
- Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant.
Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator.
Pre-Generated content (created during development, ships with the game):
- In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping.
- The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing.
Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being
played
Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime.
We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI
AI was used only to help create a few marketing images (capsule art and header capsule). All store screenshots, written content, and in-game art, audio, and text are handcrafted. The game contains no live or runtime AI-generated content.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game languages and external content, such as our Steam page.
Generative AI tools were used during development to assist with the creation and refinement of some 2D UI/art assets and localization text. All AI-assisted content is pre-generated, reviewed, and edited before inclusion in the game. The game does not use live generative AI during gameplay.
I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo
Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
An AI assistant was used while making this game: the word clues and definitions. Nothing is generated while you play - every puzzle, word and clue is fixed in the build and verified before release. The art is not AI-generated: the capsules, logo and icons are rendered by our own tool from the game's own colours and mark, the interface sounds are by Kenney (CC0) and the music is licensed from Ovani Sound.
Generative AI tools were used only during early-stage concept exploration and as internal visual and design references. No AI-generated artwork or other AI-generated content is included in the final game. All final in-game art assets are either created by our development team or sourced from properly licensed assets. The game does not use live-generated AI during gameplay.
We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus.
Some of the game's text, including in-app interface copy and the store page description, was drafted with the assistance of an LLM and edited by the developer, as was the game's source code. All artwork, animation, 3D models and audio are human-authored. The game does not generate any content at runtime.
Most of this game's source code was written with the help of generative AI tools. English localization drafts were produced the same way and then reviewed and edited by the developer. All graphics, Korean text, and game design were created by the developer; sound uses CC0-licensed recordings. This game does not use AI at runtime.
AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer.
The key art used for this game's store capsules and Steam library images was produced with the help of a generative AI image tool, then composed and finished by hand. In the game itself, all visuals are drawn procedurally at runtime and all tap sounds are synthesised in code; no AI content is generated while you play.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Store page texts and localization drafts were prepared with the help of AI tools, and parts of the game's source code were written with AI coding assistants — all of it reviewed, edited and tested by the developer. All art, game design and audio are human-made. The in-game opponent is a custom neural network trained by the developer through self-play (a chess-engine-style game AI, not generative AI).
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation.
OrbFlow was created with the assistance of AI coding agents for script generation, physics optimization, and text drafting. All game design, level layouts, visual aesthetics, and quality assurance were directed, tested, and refined by the human developer.
The developer describes how their game uses Generative AI in the development process:
- Pre-generated Content: Generative AI tools were used during development to assist in creating concept art, text drafts, and localization text. All AI-assisted assets were subsequently reviewed, edited, and refined by the developer.
- The game does not contain any live-generated AI content during gameplay.
The game uses generative artificial intelligence on informative text messages and coding assistance. The game rules and campaign maps are crafted by a human,.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
All visual art in SagoCat — characters, animation, and visual design — is hand-crafted, with no AI used.
Generative AI is used as follows: the pet's conversational replies are generated in real time by a third-party AI service and require an internet connection (use the built-in free quota or your own API key); during development, AI tools also assisted with parts of the code, some in-app text, and some sound effects.
- Audio: background music is generated with AI music tools.
- Translation: in-game and store text is translated using AI.
- Code: the game's code, including the code that draws every visual at runtime,
was written with the help of an AI coding assistant.
Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay.
Generative AI tools were used to assist in creating some game assets, including visual and audio content. All AI-assisted content was reviewed and refined by the development team before being included in the game.
Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator.
Pre-Generated content (created during development, ships with the game):
- In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping.
- The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing.
Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being
played
Generative AI was used only to assist with text localization and marketing assets; no AI-generated artwork, audio, or runtime content is included in the game.
Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Some pre-rendered artwork — event illustrations, key art, and store capsule images — was created with the assistance of generative AI tools, then selected, edited, and composited by the developer. Localization drafts were produced with AI translation tools and reviewed by the developer. All in-game unit, UI, and map art uses licensed, human-made asset packs. No content is generated by AI at runtime.
We used generative AI to assist with translating Galacto's in-game text into its supported languages. All game design, artwork, sound and music were created by hand without generative AI
AI was used only to help create a few marketing images (capsule art and header capsule). All store screenshots, written content, and in-game art, audio, and text are handcrafted. The game contains no live or runtime AI-generated content.
This game contains pre-generated AI-assisted content used during development, including gameplay code, selected in-game and UI text/localization, generated sound effects, and AI-assisted visual materials for Steam community/store assets such as achievement icons. No AI content is generated live during gameplay, and the game does not connect to external AI services at runtime.
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game languages and external content, such as our Steam page.
Generative AI tools were used during development to assist with the creation and refinement of some 2D UI/art assets and localization text. All AI-assisted content is pre-generated, reviewed, and edited before inclusion in the game. The game does not use live generative AI during gameplay.
I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo
Pre-generated AI was used for parts of the soundtrack and abstract store artwork. All content was selected and edited by the developer. No AI content is generated during gameplay.
An AI assistant was used while making this game: the word clues and definitions. Nothing is generated while you play - every puzzle, word and clue is fixed in the build and verified before release. The art is not AI-generated: the capsules, logo and icons are rendered by our own tool from the game's own colours and mark, the interface sounds are by Kenney (CC0) and the music is licensed from Ovani Sound.
Generative AI tools were used only during early-stage concept exploration and as internal visual and design references. No AI-generated artwork or other AI-generated content is included in the final game. All final in-game art assets are either created by our development team or sourced from properly licensed assets. The game does not use live-generated AI during gameplay.
We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus.
Some of the game's text, including in-app interface copy and the store page description, was drafted with the assistance of an LLM and edited by the developer, as was the game's source code. All artwork, animation, 3D models and audio are human-authored. The game does not generate any content at runtime.
Most of this game's source code was written with the help of generative AI tools. English localization drafts were produced the same way and then reviewed and edited by the developer. All graphics, Korean text, and game design were created by the developer; sound uses CC0-licensed recordings. This game does not use AI at runtime.
AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer.
The key art used for this game's store capsules and Steam library images was produced with the help of a generative AI image tool, then composed and finished by hand. In the game itself, all visuals are drawn procedurally at runtime and all tap sounds are synthesised in code; no AI content is generated while you play.
PupRacers is developed by a solo human developer. AI tools are used as development assistants for various tasks including translations, code assistance, and content creation. All AI output is reviewed, edited, and validated by the developer. The creative vision, game design, and final decisions are 100% human-driven.
Store page texts and localization drafts were prepared with the help of AI tools, and parts of the game's source code were written with AI coding assistants — all of it reviewed, edited and tested by the developer. All art, game design and audio are human-made. The in-game opponent is a custom neural network trained by the developer through self-play (a chess-engine-style game AI, not generative AI).
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Pre-generated pixel-art character artwork, animation frames, and localization text were created with assistance from generative AI tools during development. All shipped results are fixed in the build, human-reviewed, and based on original prompts or project-owned references. The application performs no live AI generation.