Public Steam disclosure research25,376 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.
The game's first trailer features images generated by artificial intelligence. The characters and map in the trailer, however, were created by our team and will also be used in the playable versions of the game.
Some of the artwork in Boom Crew was created with the help of generative AI image tools. This covers character and object sprites, ground and paper textures, the game logo, and the capsule art on this store page. Every generated image was directed from hand-drawn mockups, then cut out, corrected and assembled by hand before it shipped. Code, level generation, on-screen text and audio contain no generative AI content, and nothing is generated live while you play.
Crappy Corp uses a small amount of pre-generated AI content, all created
during development and shipped as fixed assets: the looping background
video on the main menu, and the game's achievement icons. Both were made
with AI image and video tools and then edited and finished by hand.
Parts of the game's code were also written with AI assistance.
Everything else is not AI generated. The 3D models, characters,
environments and animations are licensed commercial asset packs or made
by us, and all sound effects and music come from licensed sound
libraries. The in-game crew voice is Steam voice chat between real
players, not synthesized speech.
No AI content is generated while you play.
Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation.
Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Some 3D models were generated with AI tools (Meshy) and manually processed. Some in-game posters and paintings are AI-generated images. Store capsule artwork was generated with AI tools and edited by the developer. All AI-generated content was reviewed by the developer.
The original game design, mechanics, and core concept were created by the developer. However, the majority of in-game assets—including code, 3D visuals, sound effects, and UI elements—were generated or assisted by generative AI tools. The developer curated, edited, assembled, and implemented all AI-generated content to realize the intended gameplay experience.
"Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics."
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Some marketing and store page artwork (including capsule images) for 9 Box
was created with the assistance of generative AI tools. No AI-generated
content is used within the game itself — all gameplay assets, art, and
systems are developed manually by the team.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
Some marketing assets were created with the assistance of generative AI. All gameplay, code, game content, and in-game art are human-made; the game contains. There is no AIgenerated content at runtime.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Pre-generated generative AI tools were used during development to create a limited number of static visual assets.
OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model.
These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer.
The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running.
Some in-game card illustrations were created with the assistance of generative AI during development. No content is generated by AI during gameplay, and the game does not connect to any external AI services while playing.
Developed and tested under human creative direction with generative AI assistance for game code, audio and promo materials. Some skin patterns for customization of character and ball were AI generated. Maps, 3D assets and animations were bought from artists. The game does not use live-generated AI during gameplay.
This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime.
Every voice you hear in Dub Night Live is a real person. Nothing in the game is AI-generated: no AI voices, no AI art, no AI judging (scoring is player votes).
The clip editor uses two open-source machine-learning tools that run locally on your PC: one separates a clip's original voices from its music and effects, and one drafts line timings for you to review and fix. They process your own video files, never send anything to an external service, and never create content.
During development, AI was used as a coding assistant only.
In Game: Icons and splash screens in the game have been generated during the development process using artificial intelligence.
Store page: Images on the store page have been generated using artificial intelligence, with exception of in game screen shots which are not made using AI.
This game used generative AI during development as a programming aid, assisting with the writing, debugging, and optimization of portions of the source code. All AI-assisted code was reviewed, edited, and tested by the developer before inclusion.
Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with creating and refining some visual concepts and game assets. AI was also used as a development aid for tasks such as prototyping and programming assistance. All generated content was reviewed, selected, and integrated by the developer, and the game does not generate AI content during normal gameplay
AI is used for programming assistance, for generating in-game sound effects and music, and for drafting store page text. All 3D art assets and level design are created by hand in Blender.
Take a Joke uses generative AI in a few clearly defined places.
Created during development and shipped as fixed files:
• Artwork — the game's logo, icon, and character avatars were created using AI image-generation tools, then selected, edited, and assembled by hand.
• Narrator voice — the spoken introduction is a synthesized voice performance created with ElevenLabs, reading a script we wrote.
• Cards — the great majority of the prompt and answer deck was written by hand. A small number of cards were drafted with AI assistance. Every card in the game was read and approved by a person before it shipped.
Generated during play (optional features):
• The narrator occasionally reacts to what is happening in a round. The lines come from a fixed, human-written library; a player's name is inserted and the line is voiced with ElevenLabs.
• The optional end-of-game awards ceremony writes a short, custom awards show about the game you just played — the award titles and descriptions are AI-written from that game's results, then voiced.
When those optional features are on, the game sends player nicknames and submitted answers to the services that generate them. With them off, nothing is generated while you play.
Generative AI is used to draft the written text on this store page and in our announcement and update posts. A human reads, edits and approves every line before it is published. AI coding assistants are also used while building the game. The game itself does not generate any content with AI while you play, and it does not connect to any AI service.
The game's first trailer features images generated by artificial intelligence. The characters and map in the trailer, however, were created by our team and will also be used in the playable versions of the game.
Some of the artwork in Boom Crew was created with the help of generative AI image tools. This covers character and object sprites, ground and paper textures, the game logo, and the capsule art on this store page. Every generated image was directed from hand-drawn mockups, then cut out, corrected and assembled by hand before it shipped. Code, level generation, on-screen text and audio contain no generative AI content, and nothing is generated live while you play.
Crappy Corp uses a small amount of pre-generated AI content, all created
during development and shipped as fixed assets: the looping background
video on the main menu, and the game's achievement icons. Both were made
with AI image and video tools and then edited and finished by hand.
Parts of the game's code were also written with AI assistance.
Everything else is not AI generated. The 3D models, characters,
environments and animations are licensed commercial asset packs or made
by us, and all sound effects and music come from licensed sound
libraries. The in-game crew voice is Steam voice chat between real
players, not synthesized speech.
No AI content is generated while you play.
Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation.
Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Some 3D models were generated with AI tools (Meshy) and manually processed. Some in-game posters and paintings are AI-generated images. Store capsule artwork was generated with AI tools and edited by the developer. All AI-generated content was reviewed by the developer.
The original game design, mechanics, and core concept were created by the developer. However, the majority of in-game assets—including code, 3D visuals, sound effects, and UI elements—were generated or assisted by generative AI tools. The developer curated, edited, assembled, and implemented all AI-generated content to realize the intended gameplay experience.
"Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics."
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Some marketing and store page artwork (including capsule images) for 9 Box
was created with the assistance of generative AI tools. No AI-generated
content is used within the game itself — all gameplay assets, art, and
systems are developed manually by the team.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
Some marketing assets were created with the assistance of generative AI. All gameplay, code, game content, and in-game art are human-made; the game contains. There is no AIgenerated content at runtime.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Pre-generated generative AI tools were used during development to create a limited number of static visual assets.
OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model.
These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer.
The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running.
Some in-game card illustrations were created with the assistance of generative AI during development. No content is generated by AI during gameplay, and the game does not connect to any external AI services while playing.
Developed and tested under human creative direction with generative AI assistance for game code, audio and promo materials. Some skin patterns for customization of character and ball were AI generated. Maps, 3D assets and animations were bought from artists. The game does not use live-generated AI during gameplay.
This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime.
Every voice you hear in Dub Night Live is a real person. Nothing in the game is AI-generated: no AI voices, no AI art, no AI judging (scoring is player votes).
The clip editor uses two open-source machine-learning tools that run locally on your PC: one separates a clip's original voices from its music and effects, and one drafts line timings for you to review and fix. They process your own video files, never send anything to an external service, and never create content.
During development, AI was used as a coding assistant only.
In Game: Icons and splash screens in the game have been generated during the development process using artificial intelligence.
Store page: Images on the store page have been generated using artificial intelligence, with exception of in game screen shots which are not made using AI.
This game used generative AI during development as a programming aid, assisting with the writing, debugging, and optimization of portions of the source code. All AI-assisted code was reviewed, edited, and tested by the developer before inclusion.
Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with creating and refining some visual concepts and game assets. AI was also used as a development aid for tasks such as prototyping and programming assistance. All generated content was reviewed, selected, and integrated by the developer, and the game does not generate AI content during normal gameplay
AI is used for programming assistance, for generating in-game sound effects and music, and for drafting store page text. All 3D art assets and level design are created by hand in Blender.
Take a Joke uses generative AI in a few clearly defined places.
Created during development and shipped as fixed files:
• Artwork — the game's logo, icon, and character avatars were created using AI image-generation tools, then selected, edited, and assembled by hand.
• Narrator voice — the spoken introduction is a synthesized voice performance created with ElevenLabs, reading a script we wrote.
• Cards — the great majority of the prompt and answer deck was written by hand. A small number of cards were drafted with AI assistance. Every card in the game was read and approved by a person before it shipped.
Generated during play (optional features):
• The narrator occasionally reacts to what is happening in a round. The lines come from a fixed, human-written library; a player's name is inserted and the line is voiced with ElevenLabs.
• The optional end-of-game awards ceremony writes a short, custom awards show about the game you just played — the award titles and descriptions are AI-written from that game's results, then voiced.
When those optional features are on, the game sends player nicknames and submitted answers to the services that generate them. With them off, nothing is generated while you play.
Generative AI is used to draft the written text on this store page and in our announcement and update posts. A human reads, edits and approves every line before it is published. AI coding assistants are also used while building the game. The game itself does not generate any content with AI while you play, and it does not connect to any AI service.