Public Steam disclosure research25,376 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.
Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play.
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Our visual style relies on a blend of commissioned artwork, curated assets, and custom designs. We occasionally use AI generation as a tool in our creative process, but never as a final product. Every AI-assisted asset is either fully redrawn or heavily refined by human artists before making its way into the game.
Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play.
Generative AI was used as a development tool for selected visual assets and concept artwork, as well as for assistance during development. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI was used during development to create some store page artwork and in-game icons. All generated content was reviewed before being included in the final product.
AI was used for coding, translations and achievements. The map, airports and countries come from public datasets. Nothing is generated by AI while you play.
Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Generative AI was used during development to create pre-generated artwork, including backgrounds, characters, fish, food, icons, and some UI and store images. AI was also used to prepare store descriptions and translations. No content is generated by AI during gameplay.
Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team.
AI tools were used to create artwork and some of the background music included in the game. The game does not generate new content with generative AI during play.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Generative AI was used for the cards, interface icons, translations and the store page text.
All generated content was selected and checked by hand before it went into the game. No AI is used at runtime.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Images: AI-generated images were manually edited and composited for use in the game.
Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten.
Live-generated AI content: None.
This game is designed, developed, and published by an independent developer, with AI tools used to assist during development:
Written text was drafted with AI assistance and reviewed and edited by the developer.
The gameplay, the art style, and every revision were decided by the developer.
Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used.
Map tiles and furniture are human-created licensed assets.
Music and sound effects are human-created licensed assets.
The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements.
The game does not use AI to generate any content at runtime.
Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay.
The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play.
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship.
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.
Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
All characters, creatures and the world of Vampus are designed and art-directed by the developer, a visual artist. Many designs started from the developer's own drawings and paintings. Generative AI tools (Microsoft Copilot and Meshy) were used to develop some of the designs and to turn them into 3D models and textures. Story and music are made by the developer.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping.
This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play.
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
Our visual style relies on a blend of commissioned artwork, curated assets, and custom designs. We occasionally use AI generation as a tool in our creative process, but never as a final product. Every AI-assisted asset is either fully redrawn or heavily refined by human artists before making its way into the game.
Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play.
Generative AI was used as a development tool for selected visual assets and concept artwork, as well as for assistance during development. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI was used during development to create some store page artwork and in-game icons. All generated content was reviewed before being included in the final product.
AI was used for coding, translations and achievements. The map, airports and countries come from public datasets. Nothing is generated by AI while you play.
Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Generative AI was used during development to create pre-generated artwork, including backgrounds, characters, fish, food, icons, and some UI and store images. AI was also used to prepare store descriptions and translations. No content is generated by AI during gameplay.
Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team.
AI tools were used to create artwork and some of the background music included in the game. The game does not generate new content with generative AI during play.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Generative AI was used for the cards, interface icons, translations and the store page text.
All generated content was selected and checked by hand before it went into the game. No AI is used at runtime.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Images: AI-generated images were manually edited and composited for use in the game.
Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten.
Live-generated AI content: None.
This game is designed, developed, and published by an independent developer, with AI tools used to assist during development:
Written text was drafted with AI assistance and reviewed and edited by the developer.
The gameplay, the art style, and every revision were decided by the developer.
Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used.
Map tiles and furniture are human-created licensed assets.
Music and sound effects are human-created licensed assets.
The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements.
The game does not use AI to generate any content at runtime.
Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay.
The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play.
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship.
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.