Public Steam disclosure research25,512 disclosures tracked
Where do games disclose AI use?
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This index adds cross-game classifications and statistics to
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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.
Some of the art in this game — the chef characters, the customer characters, the lane skins, and some of the plates — was created with the help of AI image generation tools. The sushi artwork does not use AI.
Generative AI was used during development to create the game’s pre-generated 2D visual assets, including card illustrations, backgrounds, UI decorative elements, and Steam marketing materials. It was also used to assist with portions of the store text and localization. All AI-assisted content was selected, edited, and reviewed by the developer before publication. The game does not use generative AI to generate content at runtime.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game.
The English and Spanish text was machine-translated from the original Korean.
Parts of the source code were written with an AI coding assistant, under the developer's direction and review.
Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font.
Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime.
Some of the content in TOWER TOWER was created with the help of generative AI tools. This applies to parts of the pixel art and the in-game music and sound effects, to the store page text and its translations, and to promotional materials such as the trailer and the capsule images. All AI-assisted content was reviewed and edited by the developer before being used. The game does not generate anything with AI while it is running — everything you see and hear in the game is finalized in advance.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
All assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion.
Character/background art: ChatGPT (image generation)
Music: SOUNDRAW (AI music generation)
Translations other than Japanese (10 languages): Machine-translated via ChatGPT
No AI runs at runtime — everything is pre-generated and bundled
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
Some 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer.
We use generative AI in two limited ways.
Translation. Simplified Chinese, German, Japanese, and Brazilian Portuguese were machine-translated so the story reaches more players. English, Turkish, French, and Spanish were localized by our international friends and us. However, AI translation can miss nuance, so we warmly welcome player feedback to improve it.
Placeholder art. Three images are AI-generated: the Prologue background and the Mentor and Player portraits. They are placeholders. We believe in human expression and will replace them with commissioned art once the game has an audience.
Everything else (code, design, and all other artwork) is made by human hands.
Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service.
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during the early production stage to create preliminary visual assets and reference materials. All AI-assisted assets included in the final game were manually edited, refined, and reviewed by our designers.
Store page and marketing artwork (capsule images, library assets)
were created with the assistance of generative AI image tools.
Some in-game art assets were also produced with AI assistance.
All generated content was reviewed, edited, and finalized by
the developer.
I used generative AI tools to assist in the creation of the graphical assets for this game, including the store page banners and library icons. The AI was used to generate base concepts and visual elements, which were then refined and adjusted to match the game's theme and branding.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
This game was developed with the help of generative AI.
- Generative AI was used to write and translate text (slime descriptions,
in-game wording, and the English localisation). All of it was reviewed
and edited by a human.
- Generative AI was also used to write program code.
- The slime pixel art is not image-generated. It is drawn by a rendering
program written for this game.
- No AI runs while the game is playing. The game makes no network
connections and calls no AI models.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
AI used to assist in creating some pre-generated promotional artwork and visual assets used in snapWR and its store presentation. snapWR does not use generative AI to generate content during use.
AFKTower contains AI-assisted content that was generated during development; no AI runs inside the game.
Art: most of the pixel art hero, enemy and boss sprites and their animations, weapon and armor art, skins, combat backgrounds, map scrolls, UI panels, rarity frames and icons was generated with PixelLab (pixellab.ai) from prompts and references, then handn selected, edited, recolored and assembled by the developer. The AFKTower logo was drawn without AI.
Music: the three soundtrack tracks were composed by the developer with Suno (paid plan with commercial license). Sound effects are synthesized procedurally by the game's own code, not by AI.
Text: the game and store texts were written in Spanish by the developer; the English localization and copy editing were done with the help of an AI language model (Claude, by Anthropic) and reviewed by humans.
Store screenshots are unedited captures of the game. Nothing is generated at runtime: the game contains no AI systems.
Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Some of the art in this game — the chef characters, the customer characters, the lane skins, and some of the plates — was created with the help of AI image generation tools. The sushi artwork does not use AI.
Generative AI was used during development to create the game’s pre-generated 2D visual assets, including card illustrations, backgrounds, UI decorative elements, and Steam marketing materials. It was also used to assist with portions of the store text and localization. All AI-assisted content was selected, edited, and reviewed by the developer before publication. The game does not use generative AI to generate content at runtime.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game.
The English and Spanish text was machine-translated from the original Korean.
Parts of the source code were written with an AI coding assistant, under the developer's direction and review.
Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font.
Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime.
Some of the content in TOWER TOWER was created with the help of generative AI tools. This applies to parts of the pixel art and the in-game music and sound effects, to the store page text and its translations, and to promotional materials such as the trailer and the capsule images. All AI-assisted content was reviewed and edited by the developer before being used. The game does not generate anything with AI while it is running — everything you see and hear in the game is finalized in advance.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
All assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion.
Character/background art: ChatGPT (image generation)
Music: SOUNDRAW (AI music generation)
Translations other than Japanese (10 languages): Machine-translated via ChatGPT
No AI runs at runtime — everything is pre-generated and bundled
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
Some 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer.
We use generative AI in two limited ways.
Translation. Simplified Chinese, German, Japanese, and Brazilian Portuguese were machine-translated so the story reaches more players. English, Turkish, French, and Spanish were localized by our international friends and us. However, AI translation can miss nuance, so we warmly welcome player feedback to improve it.
Placeholder art. Three images are AI-generated: the Prologue background and the Mentor and Player portraits. They are placeholders. We believe in human expression and will replace them with commissioned art once the game has an audience.
Everything else (code, design, and all other artwork) is made by human hands.
Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service.
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during the early production stage to create preliminary visual assets and reference materials. All AI-assisted assets included in the final game were manually edited, refined, and reviewed by our designers.
Store page and marketing artwork (capsule images, library assets)
were created with the assistance of generative AI image tools.
Some in-game art assets were also produced with AI assistance.
All generated content was reviewed, edited, and finalized by
the developer.
I used generative AI tools to assist in the creation of the graphical assets for this game, including the store page banners and library icons. The AI was used to generate base concepts and visual elements, which were then refined and adjusted to match the game's theme and branding.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some character, creature, environment, loop-video, and marketing artwork was created with generative AI during development, then reviewed, edited, and approved by the development team. The game does not generate content at runtime, connect to external AI services, or send player input to AI services.
This game was developed with the help of generative AI.
- Generative AI was used to write and translate text (slime descriptions,
in-game wording, and the English localisation). All of it was reviewed
and edited by a human.
- Generative AI was also used to write program code.
- The slime pixel art is not image-generated. It is drawn by a rendering
program written for this game.
- No AI runs while the game is playing. The game makes no network
connections and calls no AI models.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
AI used to assist in creating some pre-generated promotional artwork and visual assets used in snapWR and its store presentation. snapWR does not use generative AI to generate content during use.
AFKTower contains AI-assisted content that was generated during development; no AI runs inside the game.
Art: most of the pixel art hero, enemy and boss sprites and their animations, weapon and armor art, skins, combat backgrounds, map scrolls, UI panels, rarity frames and icons was generated with PixelLab (pixellab.ai) from prompts and references, then handn selected, edited, recolored and assembled by the developer. The AFKTower logo was drawn without AI.
Music: the three soundtrack tracks were composed by the developer with Suno (paid plan with commercial license). Sound effects are synthesized procedurally by the game's own code, not by AI.
Text: the game and store texts were written in Spanish by the developer; the English localization and copy editing were done with the help of an AI language model (Claude, by Anthropic) and reviewed by humans.
Store screenshots are unedited captures of the game. Nothing is generated at runtime: the game contains no AI systems.
Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.