Public Steam disclosure research25,512 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 visual assets (character portraits, dice, and background pixel art) were created with the assistance of generative AI tools and were then curated and edited by the developer. The soundtrack was created with Suno under a paid commercial license. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI at runtime.
Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets.
All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI.
Some shipped visual art, cinematic material, music, and sound effects were created with generative AI tools, then selected, edited, authored, and integrated by Blackglass Assembly.
Portions of the game's artwork and promotional graphics were created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay.
Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running.
Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency.
AI-assisted tools were used during development to help produce some 2D art assets (character and enemy artwork, UI icons), sound effects, voice lines, and supporting code. All AI-assisted content was created before release and reviewed by the development team. The game does not generate any content or code in real time during gameplay, and it does not connect to any external AI service while playing.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some of the art assets in Battle of Plans were produced with AI-assisted
tools. Specifically, a number of 3D props (weapon models) were created using
AI-assisted 3D generation and then manually retopologized, re-textured and
integrated by our team, and some promotional/store images were created with
AI image tools. Every AI-assisted asset was reviewed by a human before it
shipped.
Localization into languages other than Turkish and English was produced with
machine translation.
The game does not generate any content while you play: there is no AI chat,
no AI-generated dialogue, and no runtime asset generation. Player chat is
written by players and filtered server-side.
Some visual assets (character sprites, portraits, marketing art) and some audio were created with the assistance of generative AI tools (PixelLab, Midjourney), then curated and edited by the developer. All game design, code, and writing are human-made. The game does not generate AI content at runtime.
AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
Nothing in GREATER FOOL is generated while you play. Every run is
deterministic code with seeded randomness, all music and sound is
synthesized live by the game itself, and no art comes from an image
generator: the pixel art, the icons, and the store images are drawn
in code, shape by shape.
AI assistance was used while drafting some of the game's written text,
which I edited and rewrote to fit the voice of the game.
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code.
All output was reviewed and edited by the developer. The game does not generate AI content while running.
Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI.
Generative AI tools were used to create most of the game’s 2D artwork, including sprites and animations for enemies, the player character, towers, relics, and other gameplay elements, as well as promotional materials.
All generated assets were reviewed, edited, refined, and integrated by the developer to maintain a consistent visual direction.
All AI-assisted content is pre-generated; no content is generated using AI during gameplay.
Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look.
Coding of the game involved AI models for the purpose of quality control.
This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay.
Regent City uses generative AI in parts of its production pipeline, including some character artwork and voice performances. All shipped assets are selected, edited, and art-directed by the solo developer to maintain a consistent visual and narrative identity.
Some store capsule/library images and selected in-game art assets were created with generative AI tools, then manually selected and edited by the team. No live AI generation occurs during gameplay.
Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.
3D art: Made by a professional artist. No AI.
Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.
Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.
Illustrations: Not in the game yet. They will be commissioned from professional artists.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
This game is being developed solo. As an independent developer working with limited resources and budget, AI tools have been used in the production of some visual and musical assets:
Some character concept art, store page marketing materials, and background/atmospheric visuals were created using AI visual generation tools, then edited and integrated by the developer to fit the game's art direction.
Some visuals are included as placeholders and will be changed during development.
Some background music tracks were created using AI music generation tools.
The game's codebase, gameplay mechanics, character design, dialogue writing, and overall creative direction were all created manually by the developer alone. AI tools were used as a tool where access to a professional art/sound team was not possible as a solo developer; final decisions, edits, and the overall creative direction of the game were shaped by the developer.
This project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me.
AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised.
AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing.
During development, some in-game surface textures (e.g. ground/terrain tile materials) were created with the assistance of generative AI image tools and then hand-edited and integrated into the game as static assets. All such content is pre-generated and fixed at ship time; the game does not generate any content live at runtime. We have reviewed this content to ensure we have the appropriate rights to use it and that it does not infringe on the rights of others.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with writing, reviewing, and optimizing portions of the game’s code. All AI-assisted code was manually reviewed, modified, and tested by the developer. Generative AI is not used to generate content while the game is running, nor was it used to create player-facing artwork, audio, narrative, or other text content.
OpenAI tools were used during development for coding assistance and for creating or editing some visual/video assets. All shipped content was reviewed/edited by the developer. The game does not include live-generated AI content.
All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay.
No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles.
This game contains pre-generated content created with the assistance of generative AI.
AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials.
The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product.
This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime.
Some visual assets (character portraits, dice, and background pixel art) were created with the assistance of generative AI tools and were then curated and edited by the developer. The soundtrack was created with Suno under a paid commercial license. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI at runtime.
Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets.
All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI.
Some shipped visual art, cinematic material, music, and sound effects were created with generative AI tools, then selected, edited, authored, and integrated by Blackglass Assembly.
Portions of the game's artwork and promotional graphics were created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay.
Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running.
Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency.
AI-assisted tools were used during development to help produce some 2D art assets (character and enemy artwork, UI icons), sound effects, voice lines, and supporting code. All AI-assisted content was created before release and reviewed by the development team. The game does not generate any content or code in real time during gameplay, and it does not connect to any external AI service while playing.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
Some of the art assets in Battle of Plans were produced with AI-assisted
tools. Specifically, a number of 3D props (weapon models) were created using
AI-assisted 3D generation and then manually retopologized, re-textured and
integrated by our team, and some promotional/store images were created with
AI image tools. Every AI-assisted asset was reviewed by a human before it
shipped.
Localization into languages other than Turkish and English was produced with
machine translation.
The game does not generate any content while you play: there is no AI chat,
no AI-generated dialogue, and no runtime asset generation. Player chat is
written by players and filtered server-side.
Some visual assets (character sprites, portraits, marketing art) and some audio were created with the assistance of generative AI tools (PixelLab, Midjourney), then curated and edited by the developer. All game design, code, and writing are human-made. The game does not generate AI content at runtime.
AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
Nothing in GREATER FOOL is generated while you play. Every run is
deterministic code with seeded randomness, all music and sound is
synthesized live by the game itself, and no art comes from an image
generator: the pixel art, the icons, and the store images are drawn
in code, shape by shape.
AI assistance was used while drafting some of the game's written text,
which I edited and rewrote to fit the voice of the game.
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
Generative AI tools assisted with portions of development, including some player-facing UI, tutorial and campaign text, and implementation code.
All output was reviewed and edited by the developer. The game does not generate AI content while running.
Maps and terrain are generated using deterministic procedural algorithms and public-domain geographic data. Audio uses licensed recordings and conventional synthesis/editing, not generative AI.
Generative AI tools were used to create most of the game’s 2D artwork, including sprites and animations for enemies, the player character, towers, relics, and other gameplay elements, as well as promotional materials.
All generated assets were reviewed, edited, refined, and integrated by the developer to maintain a consistent visual direction.
All AI-assisted content is pre-generated; no content is generated using AI during gameplay.
Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look.
Coding of the game involved AI models for the purpose of quality control.
This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay.
Regent City uses generative AI in parts of its production pipeline, including some character artwork and voice performances. All shipped assets are selected, edited, and art-directed by the solo developer to maintain a consistent visual and narrative identity.
Some store capsule/library images and selected in-game art assets were created with generative AI tools, then manually selected and edited by the team. No live AI generation occurs during gameplay.
Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.
3D art: Made by a professional artist. No AI.
Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.
Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.
Illustrations: Not in the game yet. They will be commissioned from professional artists.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
This game is being developed solo. As an independent developer working with limited resources and budget, AI tools have been used in the production of some visual and musical assets:
Some character concept art, store page marketing materials, and background/atmospheric visuals were created using AI visual generation tools, then edited and integrated by the developer to fit the game's art direction.
Some visuals are included as placeholders and will be changed during development.
Some background music tracks were created using AI music generation tools.
The game's codebase, gameplay mechanics, character design, dialogue writing, and overall creative direction were all created manually by the developer alone. AI tools were used as a tool where access to a professional art/sound team was not possible as a solo developer; final decisions, edits, and the overall creative direction of the game were shaped by the developer.
This project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me.
AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised.
AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing.
During development, some in-game surface textures (e.g. ground/terrain tile materials) were created with the assistance of generative AI image tools and then hand-edited and integrated into the game as static assets. All such content is pre-generated and fixed at ship time; the game does not generate any content live at runtime. We have reviewed this content to ensure we have the appropriate rights to use it and that it does not infringe on the rights of others.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with writing, reviewing, and optimizing portions of the game’s code. All AI-assisted code was manually reviewed, modified, and tested by the developer. Generative AI is not used to generate content while the game is running, nor was it used to create player-facing artwork, audio, narrative, or other text content.
OpenAI tools were used during development for coding assistance and for creating or editing some visual/video assets. All shipped content was reviewed/edited by the developer. The game does not include live-generated AI content.
All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay.
No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles.
This game contains pre-generated content created with the assistance of generative AI.
AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials.
The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product.
This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime.