Public Steam disclosure research25,376 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.
Some 2D art assets in this game (such as certain face-card portraits and mascots) were created with the assistance of AI image-generation tools and then hand-edited and composited. All game design, code, writing, and music are human-authored, and all store screenshots are captured from real gameplay. No AI-generated content is produced live during gameplay.
Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated.
This game's art and music were created during development using generative AI tools. Specifically: the painted 2D illustrations — card art, event illustrations, and background images — were generated with AI image tools, and the background music tracks were produced with AI music tools. In every case the developer reviewed, selected, edited, and finalized the results, which ship as fixed image and audio files.
AI tools were used during development to assist with certain aspects of programming, artwork, sound effects, and localization. All AI-assisted outputs were reviewed, substantially edited, and integrated by the developer. No unedited or raw AI-generated content appears in the final game.
MindGate's content—including character illustrations, related store and promotional images, and in-game text—is created by the developer using generative AI tools. The developer directs, selects, edits, and finalizes every asset, and makes all gameplay design and balance decisions.
This game uses generative AI tools to assist in creating and optimizing some art assets, music/sound effects, and localization texts. All AI-generated content has been manually reviewed and edited to comply with platform policies and copyright standards.
During development, generative AI tools were used to assist in the creation of certain visual assets. All AI-generated content has been reviewed and curated by the development team.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay.
AI has been used to generate some graphics, music, and translations.
As the story of this game may suggest, I understand (and even share) most of the criticisms regarding AI, but it is also a tool that has enabled small creators like myself to achieve bigger things that would have been difficult without it.
Generative AI tools were used to assist with translation/localization and parts of the in-game artwork production.
No generative AI tools are used for sound effects, music, story content, or live-generated gameplay content.
We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know!
Some images featured on this store page and parts of the game's localization were created with the assistance of generative AI tools and have been reviewed for the final release.
AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game.
During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets.
Mancalero is an iterative work still in development. Some AI elements that may remain include code, SFX, visual effects, text and translations (once implemented).
Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well.
Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists.
WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay.
I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration.
This game utilizes pre-generated AI content across multiple disciplines, including visual assets, code optimization, and audio design. These tools were used strictly to assist a solo developer in the production process. All AI-assisted assets have been thoroughly vetted to ensure they adhere to copyright and intellectual property standards, and no live-generation tools are present in the build.
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists.
Based on the developer's original creative direction, AI tools were used to generate the game's store page capsule images, soundtrack, and the non-English in-game text translations. AI coding assistance supported programming during development.
We're a small indie team, and we used generative AI to help make some of the art in Last Ember — card illustrations, backgrounds, character portraits, and a few short animations. We also used it on a handful of sound effects. Everything you see and hear in the game was picked, edited, and signed off by us. The game itself doesn't run any AI while you play — what ships is what you get.
This game utilizes generative AI tools to assist in the creation of pre-rendered 2D visual assets, including character illustrations and in-game icons.
Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look.
Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build.
All visual assets were generated in part using Nano Banana. Some code was generated using Gemini. This project was done by a Solo Dev and few eternal assets were used except where noted.
- Some 2D assets were generated partly with AI (with human pre and post passes).
- Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch.
Some audio and promotional materials were created with AI assistance and reviewed by the developer. All core visual artwork in the game is hand-drawn, with a small number of placeholder icons in the current demo to be replaced before full release.
Scourge of Eldryngard was developed independently by a single person. I utilized generative AI tools under my creative direction for the creation of assets, music, voice acting, translation, and technical support, all via paid commercial licenses. All content underwent rigorous manual editing and review to ensure technical cohesion and originality. There is no real-time AI generation during gameplay.
Localization was assisted by AI for multilingual support.
A small number of UI icons (approx. 10) were created using AI tools and manually refined by the developer.
AI tools were used only to assist in the creation of certain marketing artwork for the Steam store page.
All in-game content, screenshots, and trailer were created without the use of generative AI.
Some 2D art assets in this game (such as certain face-card portraits and mascots) were created with the assistance of AI image-generation tools and then hand-edited and composited. All game design, code, writing, and music are human-authored, and all store screenshots are captured from real gameplay. No AI-generated content is produced live during gameplay.
Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated.
This game's art and music were created during development using generative AI tools. Specifically: the painted 2D illustrations — card art, event illustrations, and background images — were generated with AI image tools, and the background music tracks were produced with AI music tools. In every case the developer reviewed, selected, edited, and finalized the results, which ship as fixed image and audio files.
AI tools were used during development to assist with certain aspects of programming, artwork, sound effects, and localization. All AI-assisted outputs were reviewed, substantially edited, and integrated by the developer. No unedited or raw AI-generated content appears in the final game.
MindGate's content—including character illustrations, related store and promotional images, and in-game text—is created by the developer using generative AI tools. The developer directs, selects, edits, and finalizes every asset, and makes all gameplay design and balance decisions.
This game uses generative AI tools to assist in creating and optimizing some art assets, music/sound effects, and localization texts. All AI-generated content has been manually reviewed and edited to comply with platform policies and copyright standards.
During development, generative AI tools were used to assist in the creation of certain visual assets. All AI-generated content has been reviewed and curated by the development team.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay.
AI has been used to generate some graphics, music, and translations.
As the story of this game may suggest, I understand (and even share) most of the criticisms regarding AI, but it is also a tool that has enabled small creators like myself to achieve bigger things that would have been difficult without it.
Generative AI tools were used to assist with translation/localization and parts of the in-game artwork production.
No generative AI tools are used for sound effects, music, story content, or live-generated gameplay content.
We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know!
Some images featured on this store page and parts of the game's localization were created with the assistance of generative AI tools and have been reviewed for the final release.
AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game.
During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets.
Mancalero is an iterative work still in development. Some AI elements that may remain include code, SFX, visual effects, text and translations (once implemented).
Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well.
Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists.
WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay.
I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration.
This game utilizes pre-generated AI content across multiple disciplines, including visual assets, code optimization, and audio design. These tools were used strictly to assist a solo developer in the production process. All AI-assisted assets have been thoroughly vetted to ensure they adhere to copyright and intellectual property standards, and no live-generation tools are present in the build.
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists.
Based on the developer's original creative direction, AI tools were used to generate the game's store page capsule images, soundtrack, and the non-English in-game text translations. AI coding assistance supported programming during development.
We're a small indie team, and we used generative AI to help make some of the art in Last Ember — card illustrations, backgrounds, character portraits, and a few short animations. We also used it on a handful of sound effects. Everything you see and hear in the game was picked, edited, and signed off by us. The game itself doesn't run any AI while you play — what ships is what you get.
This game utilizes generative AI tools to assist in the creation of pre-rendered 2D visual assets, including character illustrations and in-game icons.
Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look.
Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build.
All visual assets were generated in part using Nano Banana. Some code was generated using Gemini. This project was done by a Solo Dev and few eternal assets were used except where noted.
- Some 2D assets were generated partly with AI (with human pre and post passes).
- Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch.
Some audio and promotional materials were created with AI assistance and reviewed by the developer. All core visual artwork in the game is hand-drawn, with a small number of placeholder icons in the current demo to be replaced before full release.
Scourge of Eldryngard was developed independently by a single person. I utilized generative AI tools under my creative direction for the creation of assets, music, voice acting, translation, and technical support, all via paid commercial licenses. All content underwent rigorous manual editing and review to ensure technical cohesion and originality. There is no real-time AI generation during gameplay.
Localization was assisted by AI for multilingual support.
A small number of UI icons (approx. 10) were created using AI tools and manually refined by the developer.
AI tools were used only to assist in the creation of certain marketing artwork for the Steam store page.
All in-game content, screenshots, and trailer were created without the use of generative AI.