Public Steam disclosure research25,514 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.
The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI.
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI.
All pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game.
Generative AI was used during development to create in-game 2D visual assets, as well as 2D upgrade icons and sound effects. Generative AI was also used for certain promotional voice-over audio. All generated outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live generative AI or generate content at runtime. Every asset was created under the developer’s creative direction to reflect the developer’s own ideas and artistic vision.
Generative AI was used during development to assist with some pre-generated visual artwork. The development team reviewed and curated the AI-assisted artwork before including it in the game. No generative AI content is created during gameplay, and no player data or input is sent to an AI service.
Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers.
AI tools provided reference materials in development. All finished assets are manually adjusted by our team. No live AI content generates while playing.
Generative AI has been used for concepts and early sketches of some backgrounds. No final graphical assets included in the game have been generated by AI.
Some promotional images have been enhanced using AI.
Some music tracks have been created with the help of AI.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
Much of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated.
The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page.
The music was created with a generative AI music service under a commercial-use license.
The text is written in Japanese and machine-translated into other languages.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
Generative AI tools were used to create pre-generated visual assets used in the game and its marketing, including the station environment, CRT console artwork, and selected trailer, store, and event artwork.
All outputs were art-directed, edited, composited, and approved by Ruldae before inclusion.
SIGNAL does not use generative AI while the game is running. No player input or personal data is sent to an AI service, and the game contains no live-generated AI content.
Generative AI was used to assist with the localization of the game's text into multiple languages. The Portuguese and English localizations were reviewed by the developer, while the Japanese localization received partial human review. Other supported languages were translated with AI assistance and have not yet received full human review, or their review is still in progress.
Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging.
The two announcer voices, BroadcASH and BOBcast, are generated with ElevenLabs from scripts we write and edit ourselves. Every line is approved, levelled and listened to by hand before it ships.
Nothing else in the game is AI generated. The card art is emoji placeholder today, and is being replaced with original illustrations commissioned from human artists. The music is composed in-house by our own procedural scripts, and every track has a written provenance log. The rules, the design and the natural history research are ours.
Some marketing and store copy is drafted with AI assistance and edited before use.
Some of the 2D pixel art assets in EndlessRain were created with the assistance of AI-based pixel art generation tools. This includes character and enemy sprites, item and ability icons, and environment art.
All generated assets were reviewed, edited, and assembled by the developer before being included in the game. Code, game design, and game text were written by the developer without AI-generated content.
No content is generated by AI while the game is running. All assets are pre-generated and ship as static files.
Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work.
The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools.
We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work.
Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer.
This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI.
Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services.
Generative AI was used during development to create some 2D artwork, specifically cover art and certain in-game officer portraits. These assets were reviewed and integrated by the developer before release. They are pre-generated static files included with the game. The game does not use generative AI at runtime, and no content is generated or modified based on player input.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service.
Some of this game's visual assets (key art, character and hero illustrations, narration video plates) were created with generative image tools under human direction, with manual curation, retouching and compositing. The narrator's voice lines are synthesized speech generated from scripts written and edited by the developer. Some music tracks were created with generative music tools from developer-written prompts. All gameplay systems, code and game design are human-made. The game contains no live AI-generated content: everything was generated during development and reviewed before inclusion.
Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
Some visual assets were created with the assistance of generative AI tools and then curated and edited by the developer: story illustrations, character portraits, key art / capsule backgrounds, and a small number of decorative item images.
All gameplay sprites, animations, environments, music and sound effects are human-made assets used under CC0 / open licenses (credited in-game).
Voice-over lines (English and Turkish) were generated with ElevenLabs text-to-speech under a commercial license, from scripts written by the developer.
The game does not generate any content with AI at runtime. The developer has reviewed all AI-assisted content to ensure it is not illegal or infringing.
Tiny Knight and the Corrupted Crystal uses AI-generated music. All background music tracks were created with Suno, then edited, and mixed by the developer before being placed in the game.
Generative AI was used during development for translations, some pixel art, and some music. AI-assisted content is human-reviewed before release. The main painting is historical public-domain art. Nothing is AI-generated during gameplay.
AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features.
During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art.
The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction.
The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI.
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI.
All pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game.
Generative AI was used during development to create in-game 2D visual assets, as well as 2D upgrade icons and sound effects. Generative AI was also used for certain promotional voice-over audio. All generated outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live generative AI or generate content at runtime. Every asset was created under the developer’s creative direction to reflect the developer’s own ideas and artistic vision.
Generative AI was used during development to assist with some pre-generated visual artwork. The development team reviewed and curated the AI-assisted artwork before including it in the game. No generative AI content is created during gameplay, and no player data or input is sent to an AI service.
Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers.
AI tools provided reference materials in development. All finished assets are manually adjusted by our team. No live AI content generates while playing.
Generative AI has been used for concepts and early sketches of some backgrounds. No final graphical assets included in the game have been generated by AI.
Some promotional images have been enhanced using AI.
Some music tracks have been created with the help of AI.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
Much of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated.
The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page.
The music was created with a generative AI music service under a commercial-use license.
The text is written in Japanese and machine-translated into other languages.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
Generative AI tools were used to create pre-generated visual assets used in the game and its marketing, including the station environment, CRT console artwork, and selected trailer, store, and event artwork.
All outputs were art-directed, edited, composited, and approved by Ruldae before inclusion.
SIGNAL does not use generative AI while the game is running. No player input or personal data is sent to an AI service, and the game contains no live-generated AI content.
Generative AI was used to assist with the localization of the game's text into multiple languages. The Portuguese and English localizations were reviewed by the developer, while the Japanese localization received partial human review. Other supported languages were translated with AI assistance and have not yet received full human review, or their review is still in progress.
Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
Generative AI tools were used during the development process exclusively to assist with programming, specifically for structuring GDScript code and debugging.
The two announcer voices, BroadcASH and BOBcast, are generated with ElevenLabs from scripts we write and edit ourselves. Every line is approved, levelled and listened to by hand before it ships.
Nothing else in the game is AI generated. The card art is emoji placeholder today, and is being replaced with original illustrations commissioned from human artists. The music is composed in-house by our own procedural scripts, and every track has a written provenance log. The rules, the design and the natural history research are ours.
Some marketing and store copy is drafted with AI assistance and edited before use.
Some of the 2D pixel art assets in EndlessRain were created with the assistance of AI-based pixel art generation tools. This includes character and enemy sprites, item and ability icons, and environment art.
All generated assets were reviewed, edited, and assembled by the developer before being included in the game. Code, game design, and game text were written by the developer without AI-generated content.
No content is generated by AI while the game is running. All assets are pre-generated and ship as static files.
Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work.
The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools.
We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work.
Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer.
This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI.
Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services.
Generative AI was used during development to create some 2D artwork, specifically cover art and certain in-game officer portraits. These assets were reviewed and integrated by the developer before release. They are pre-generated static files included with the game. The game does not use generative AI at runtime, and no content is generated or modified based on player input.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service.
Some of this game's visual assets (key art, character and hero illustrations, narration video plates) were created with generative image tools under human direction, with manual curation, retouching and compositing. The narrator's voice lines are synthesized speech generated from scripts written and edited by the developer. Some music tracks were created with generative music tools from developer-written prompts. All gameplay systems, code and game design are human-made. The game contains no live AI-generated content: everything was generated during development and reviewed before inclusion.
Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
Some visual assets were created with the assistance of generative AI tools and then curated and edited by the developer: story illustrations, character portraits, key art / capsule backgrounds, and a small number of decorative item images.
All gameplay sprites, animations, environments, music and sound effects are human-made assets used under CC0 / open licenses (credited in-game).
Voice-over lines (English and Turkish) were generated with ElevenLabs text-to-speech under a commercial license, from scripts written by the developer.
The game does not generate any content with AI at runtime. The developer has reviewed all AI-assisted content to ensure it is not illegal or infringing.
Tiny Knight and the Corrupted Crystal uses AI-generated music. All background music tracks were created with Suno, then edited, and mixed by the developer before being placed in the game.
Generative AI was used during development for translations, some pixel art, and some music. AI-assisted content is human-reviewed before release. The main painting is historical public-domain art. Nothing is AI-generated during gameplay.
AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features.
During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art.
The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction.