Public Steam disclosure research26,450 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
games, and follow recorded changes.
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.
Scavenger T.O.M utilizes AI-based environment generation technology to explore and reconstruct the radiation-ravaged surface in real-time. In hazardous areas where players cannot venture directly, AI acts as T.O.M’s eyes and analytical core, dynamically processing the environment based on movement paths.
The Diffusion model-based AI system goes beyond simple image generation, creating explorable spaces at the object level and seamlessly integrating them into the game environment to enhance interactivity.
Through this technology, Scavenger T.O.M provides a unique survival environment that evolves with the player's exploration. Step into the AI-generated wasteland and craft your own survival strategy.
I've used AI to generate landscapes used in the "battle" cards within the game, that were then touched up by hand. The rest of the art in the game is licensed from artists.
This game uses AI to generate text, game mechanics, images, and sound effects on the fly based on the player's world description. Some in-world interactions are also powered by an LLM in real time.
RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world.
Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay.
Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world.
AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team.
For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content.
The key idea behind this game is to allow players to generate their own situations, scenarios, effects etc, and for that content to be visible by other players. This demands the use of AI and without AI this game can't exist.
The specific art and style shown so far is subject to change based on the general player feedback.
The skill display images are all generated using the text description of VIP Midjourney, based on the creative ideas of the author (myself). Not referencing any copyrighted images. Having specificity and uniqueness. There are no copyright related issues.
Generative AI was only used to create image references during the creation of promotionnal artworks :
The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T.
The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters.
The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing.
"Uncanny Valley: Machine" uses images and music generated by neural networks.
Images are generated using stable diffusion. When creating the models used, commercial use of the generated images is permitted.
When creating the images, no names of any authors or companies were indicated.
Most of the images were edited using photo editors.
The following types of images were generated by II:
Characters;
Backgrounds;
Interior objects.
All music in "Uncanny Valley: Machine" was generated by the MusicGen AI, which allows the generated music to be used for commercial purposes.
Some visual assets, such as icons and background art, are based on AI-generated images that have been manually edited. All final materials have been carefully curated and adjusted by human creators to ensure quality and consistency.
Due to limited development costs, in this game, we use AI to generate the map background and 2D buildings on the large map when building the map. We will replace all hand drawn materials within the official version in one year.
A few images have been made with AI for marketing / store images as we plan to have our artist finalize the final images that we will then upload before Early Access is over.
The game does not contain any AI-generated content in real-time, but it does feature music produced using AI. The game's music was created through suno.ai, where I am a paying member. The website assures that paying members have the right to use the generated music for commercial purposes.
In terms of images, the game uses a picture of a dog in a suit that is AI-generated. For the shop interface, all images related to appearances are also AI-generated. The AI images were created on https://www.artbreeder.com, and I am a paid member of that website.
During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping.
Our goal is to replace all placeholder material with original art as development progresses.
AI tools were utilized during development to assist in creating various art and audio assets, including concept art, icons, textures, and temporary content. These tools helped speed up production and explore creative options, but all final assets were selected, refined, and implemented by the developer.
Our design team used generative AI to create preliminary concept images to effectively communicate ideas with our art team. However, all of the final game artwork was crafted by our human artists without the use of AI
AI-Generated Artwork in A Tiny Space Adventure
In A Tiny Space Adventure, we have used AI technology to create the majority of the visual elements, including backgrounds, characters, and in-game scenes. This approach allows us to bring a unique and imaginative visual style to the game, enhancing the storytelling and creating an engaging atmosphere for players.
All interface elements like buttons, indicators, and HUD elements were created manually to ensure smooth gameplay and user experience.
We are committed to delivering a high-quality experience, and the use of AI art has allowed us to explore creative possibilities while maintaining the charm and fun of the game.
Scavenger T.O.M utilizes AI-based environment generation technology to explore and reconstruct the radiation-ravaged surface in real-time. In hazardous areas where players cannot venture directly, AI acts as T.O.M’s eyes and analytical core, dynamically processing the environment based on movement paths.
The Diffusion model-based AI system goes beyond simple image generation, creating explorable spaces at the object level and seamlessly integrating them into the game environment to enhance interactivity.
Through this technology, Scavenger T.O.M provides a unique survival environment that evolves with the player's exploration. Step into the AI-generated wasteland and craft your own survival strategy.
I've used AI to generate landscapes used in the "battle" cards within the game, that were then touched up by hand. The rest of the art in the game is licensed from artists.
This game uses AI to generate text, game mechanics, images, and sound effects on the fly based on the player's world description. Some in-world interactions are also powered by an LLM in real time.
RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world.
Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay.
Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world.
AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team.
For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content.
The key idea behind this game is to allow players to generate their own situations, scenarios, effects etc, and for that content to be visible by other players. This demands the use of AI and without AI this game can't exist.
The specific art and style shown so far is subject to change based on the general player feedback.
The skill display images are all generated using the text description of VIP Midjourney, based on the creative ideas of the author (myself). Not referencing any copyrighted images. Having specificity and uniqueness. There are no copyright related issues.
Generative AI was only used to create image references during the creation of promotionnal artworks :
The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T.
The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters.
The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing.
"Uncanny Valley: Machine" uses images and music generated by neural networks.
Images are generated using stable diffusion. When creating the models used, commercial use of the generated images is permitted.
When creating the images, no names of any authors or companies were indicated.
Most of the images were edited using photo editors.
The following types of images were generated by II:
Characters;
Backgrounds;
Interior objects.
All music in "Uncanny Valley: Machine" was generated by the MusicGen AI, which allows the generated music to be used for commercial purposes.
Some visual assets, such as icons and background art, are based on AI-generated images that have been manually edited. All final materials have been carefully curated and adjusted by human creators to ensure quality and consistency.
Due to limited development costs, in this game, we use AI to generate the map background and 2D buildings on the large map when building the map. We will replace all hand drawn materials within the official version in one year.
A few images have been made with AI for marketing / store images as we plan to have our artist finalize the final images that we will then upload before Early Access is over.
The game does not contain any AI-generated content in real-time, but it does feature music produced using AI. The game's music was created through suno.ai, where I am a paying member. The website assures that paying members have the right to use the generated music for commercial purposes.
In terms of images, the game uses a picture of a dog in a suit that is AI-generated. For the shop interface, all images related to appearances are also AI-generated. The AI images were created on https://www.artbreeder.com, and I am a paid member of that website.
During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping.
Our goal is to replace all placeholder material with original art as development progresses.
AI tools were utilized during development to assist in creating various art and audio assets, including concept art, icons, textures, and temporary content. These tools helped speed up production and explore creative options, but all final assets were selected, refined, and implemented by the developer.
Our design team used generative AI to create preliminary concept images to effectively communicate ideas with our art team. However, all of the final game artwork was crafted by our human artists without the use of AI
AI-Generated Artwork in A Tiny Space Adventure
In A Tiny Space Adventure, we have used AI technology to create the majority of the visual elements, including backgrounds, characters, and in-game scenes. This approach allows us to bring a unique and imaginative visual style to the game, enhancing the storytelling and creating an engaging atmosphere for players.
All interface elements like buttons, indicators, and HUD elements were created manually to ensure smooth gameplay and user experience.
We are committed to delivering a high-quality experience, and the use of AI art has allowed us to explore creative possibilities while maintaining the charm and fun of the game.