Public Steam disclosure research25,394 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals.
All gameplay systems, mechanics, and code are developed manually.
I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward.
AI was involved in the initial generation of the capsule art, and other images on the store page.
AI is not used for live generation or code during gameplay.
Some of the pixel art in this game was inspired by AI-generated concepts, but every design has been edited and refined by me, to fix imperfections and make it my own.
As a Solo Developer with a limited budget, I also used AI tools to help create the sound effects and music.
Some graphical assets and sounds were created using generative AI tools during development. These were manually refined to ensure quality and unique identity.
Some non-player character voices are generated using AI voice synthesis. This allows for faster iteration and more immersive atmosphere during development. No gameplay, narrative choices, or in-game content are generated by AI.
I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems.
Only capsule images (capsules, banners, logo) were partially generated with AI.
All assets were manually edited to meet commercial and copyright standards.
Mini Scouts uses generative AI tools to create certain visual assets, including hero sprites, backgrounds, and select promotional images for the store page. All AI-generated content is pre-rendered, reviewed, and edited by a human being before inclusion in the game or marketing materials.
Now, we know that AI art cannot and should not compete with human art. Hence, we'd love to bring aboard interested human artists so we can replace our gen-AI assets with assets made with love by human beings!❤️
We used AI tools (such as ChatGPT or Claude) to assist to a certain extent with C++ and Blueprint scripting during development. No AI-generated content is present in the final game assets. All visual, audio, and narrative content was created by the development team.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI.
All in-game content is developed in-house by the developer.
For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played.
AI Assistant helped generate store capsule art and in-game music. Technical assistance was also provided with implementation of some game systems allowing a solo dev to punch above their weight.
Real-Time Generation: All content is created dynamically during gameplay. It is not a copy of existing works, but rather a spontaneous reaction to player actions—similar to improvisation.
AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes.
Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals.
All gameplay systems, mechanics, and code are developed manually.
I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward.
AI was involved in the initial generation of the capsule art, and other images on the store page.
AI is not used for live generation or code during gameplay.
Some of the pixel art in this game was inspired by AI-generated concepts, but every design has been edited and refined by me, to fix imperfections and make it my own.
As a Solo Developer with a limited budget, I also used AI tools to help create the sound effects and music.
Some graphical assets and sounds were created using generative AI tools during development. These were manually refined to ensure quality and unique identity.
Some non-player character voices are generated using AI voice synthesis. This allows for faster iteration and more immersive atmosphere during development. No gameplay, narrative choices, or in-game content are generated by AI.
I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems.
Only capsule images (capsules, banners, logo) were partially generated with AI.
All assets were manually edited to meet commercial and copyright standards.
Mini Scouts uses generative AI tools to create certain visual assets, including hero sprites, backgrounds, and select promotional images for the store page. All AI-generated content is pre-rendered, reviewed, and edited by a human being before inclusion in the game or marketing materials.
Now, we know that AI art cannot and should not compete with human art. Hence, we'd love to bring aboard interested human artists so we can replace our gen-AI assets with assets made with love by human beings!❤️
We used AI tools (such as ChatGPT or Claude) to assist to a certain extent with C++ and Blueprint scripting during development. No AI-generated content is present in the final game assets. All visual, audio, and narrative content was created by the development team.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI.
All in-game content is developed in-house by the developer.
For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played.
AI Assistant helped generate store capsule art and in-game music. Technical assistance was also provided with implementation of some game systems allowing a solo dev to punch above their weight.
Real-Time Generation: All content is created dynamically during gameplay. It is not a copy of existing works, but rather a spontaneous reaction to player actions—similar to improvisation.
AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes.