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.
ARIA's dialogue and speech are generated on the player's own machine at runtime by a language model and a text-to-speech voice that ship with the game. Nothing is sent to an external service and no player data leaves the machine. What ARIA says is constrained to the station's fiction and to evidence the player has actually found in-game. Some art, audio and text assets in the game were produced with AI tools and reviewed by the developer before shipping.
Generative AI tools were used during development to assist in the creation of some visual and 3D assets. All generated content was reviewed, edited, and integrated by the developer.
We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game.
Generative AI was used during development to create artwork, music, sound effects, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay or connect to external AI services.
Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service.
This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game.
Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content.
Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets.
All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer.
Some 2D artwork used in this game (such as character and environment illustrations) was created or assisted with generative AI tools, then selected and edited by the developer for the final game. Gameplay systems, puzzles, and interactive logic were designed and implemented by the developer. The game does not use generative AI to create content in real time during play.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Some promotional images on the store page were generated with AI and are used only to represent the game’s overall mood and visual direction. They may not fully reflect the final in-game content. The game’s visuals, gameplay, and assets are still in development and may change before release.
Some of MoonDoku's art and audio was made with generative AI tools while I built the game: the animated world backdrops, the MoonDoku FM music, a few sound effects, parts of the store and icon art, and a handful of smaller in-game images. I directed, edited, and composited all of it by hand.
Everything else is made without generative AI. The puzzles come from my own deterministic generator, the cat is a commissioned 3D model I animated in Blender, and the game design & layout are directly from my brain.
Nothing is generated while you play, and the game never talks to an AI service.
Generative AI was used during development to create and refine some 2D visual assets, such as building artwork, icons, and promotional graphics. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay.
I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore!
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
Artwork: created with generative AI, pre-rendered, hand-curated and edited.
Code and design: 100% human-written, built on a match-3 framework I've developed and shipped five games with since 2012.
Runtime: no AI is used while the game is running.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services.
Garden Diary uses generative AI in these places, all reviewed and edited by me:
• Code - written with an AI coding assistant.
• Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way.
• Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant.
No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording.
Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI.
Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI.
Some of this game's art was stylized or created with AI image generation tools from original prompts and project reference material: character portraits, tables, backgrounds, and Steam store and community artwork. Initial translations were AI-assisted. All of it was edited and reviewed before shipping. The soundtrack is chip-synth music generated at build time by the game's own code, no audio model and no sampled audio in the shipped files. Several tracks are AI-stylized arrangements of original songs written by a member of the development team; others were composed with AI assistance to our direction. Nothing is generated by AI while you play.
Intergalactic Burger Joint has been a labor of love, with a lot of time, attention, and care put into bringing this little corner of the galaxy to life.
The game’s 3D characters, environments, and props use licensed Synty assets. Generative AI helped create achievement icons, some interface and branding artwork, Steam store images, music, ambient audio, sound effects, and chef and customer voices. It also helped us write in-game text and dialogue.
Choosing what belonged, refining the details, and bringing everything together into a game took time, experimentation, and care. We hope you feel that love in the little details as you play.
All AI-generated content was created during development. Nothing is generated live while you play.
Generative AI tools were used during development to help create visual assets, interface artwork, decorative themes, and audio elements. AI tools also assisted with localization and store page text. These materials were prepared in advance under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services.
ARIA's dialogue and speech are generated on the player's own machine at runtime by a language model and a text-to-speech voice that ship with the game. Nothing is sent to an external service and no player data leaves the machine. What ARIA says is constrained to the station's fiction and to evidence the player has actually found in-game. Some art, audio and text assets in the game were produced with AI tools and reviewed by the developer before shipping.
Generative AI tools were used during development to assist in the creation of some visual and 3D assets. All generated content was reviewed, edited, and integrated by the developer.
We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game.
Generative AI was used during development to create artwork, music, sound effects, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay or connect to external AI services.
Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service.
This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game.
Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game.
This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content.
Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets.
All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer.
Some 2D artwork used in this game (such as character and environment illustrations) was created or assisted with generative AI tools, then selected and edited by the developer for the final game. Gameplay systems, puzzles, and interactive logic were designed and implemented by the developer. The game does not use generative AI to create content in real time during play.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Some promotional images on the store page were generated with AI and are used only to represent the game’s overall mood and visual direction. They may not fully reflect the final in-game content. The game’s visuals, gameplay, and assets are still in development and may change before release.
Some of MoonDoku's art and audio was made with generative AI tools while I built the game: the animated world backdrops, the MoonDoku FM music, a few sound effects, parts of the store and icon art, and a handful of smaller in-game images. I directed, edited, and composited all of it by hand.
Everything else is made without generative AI. The puzzles come from my own deterministic generator, the cat is a commissioned 3D model I animated in Blender, and the game design & layout are directly from my brain.
Nothing is generated while you play, and the game never talks to an AI service.
Generative AI was used during development to create and refine some 2D visual assets, such as building artwork, icons, and promotional graphics. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay.
I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore!
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
Artwork: created with generative AI, pre-rendered, hand-curated and edited.
Code and design: 100% human-written, built on a match-3 framework I've developed and shipped five games with since 2012.
Runtime: no AI is used while the game is running.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services.
Garden Diary uses generative AI in these places, all reviewed and edited by me:
• Code - written with an AI coding assistant.
• Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way.
• Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant.
No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording.
Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI.
Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI.
Some of this game's art was stylized or created with AI image generation tools from original prompts and project reference material: character portraits, tables, backgrounds, and Steam store and community artwork. Initial translations were AI-assisted. All of it was edited and reviewed before shipping. The soundtrack is chip-synth music generated at build time by the game's own code, no audio model and no sampled audio in the shipped files. Several tracks are AI-stylized arrangements of original songs written by a member of the development team; others were composed with AI assistance to our direction. Nothing is generated by AI while you play.
Intergalactic Burger Joint has been a labor of love, with a lot of time, attention, and care put into bringing this little corner of the galaxy to life.
The game’s 3D characters, environments, and props use licensed Synty assets. Generative AI helped create achievement icons, some interface and branding artwork, Steam store images, music, ambient audio, sound effects, and chef and customer voices. It also helped us write in-game text and dialogue.
Choosing what belonged, refining the details, and bringing everything together into a game took time, experimentation, and care. We hope you feel that love in the little details as you play.
All AI-generated content was created during development. Nothing is generated live while you play.
Generative AI tools were used during development to help create visual assets, interface artwork, decorative themes, and audio elements. AI tools also assisted with localization and store page text. These materials were prepared in advance under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services.