Public Steam disclosure research25,380 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 pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
AIR EMPIRE uses generative AI tools for part of its store/marketing assets and some in-game content — specifically store capsule images, store descriptions, localization into non-English languages, and marketing video narration. All AI-assisted output is reviewed and edited by a human developer, and we have taken steps to ensure it does not include infringing or illegal content.
This game extensively utilizes AI technology in character design, UI, visual effects, sound effects, music, and promotional artwork to enhance production efficiency and explore innovative styles.
Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions.
Some dynamic art assets are assisted in their creation by AI tools.
Character portraits and evidence images were created with OpenAI's image generation; some diagrams were authored as SVG with OpenAI Codex. These assets were reviewed before release (originality and likeness pass). Sound effects and the ambient music bed are produced by a deterministic synthesis program (oscillators, filtered noise, and math-based DSP), not by a generative-AI audio model, and from no sampled or library audio; the synthesis script itself was written with AI coding assistance (AI-assisted code, not AI-generated audio). Fonts, engine, and runtime are non-AI third-party components under their own licenses.
Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development.
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
For complete transparency with our players, here is our stance on how this game is built:
1. Human Craftsmanship First
Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution.
2. Bridging the Resource Gap
Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you.
3. Moving Forward, Never Backward
Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward.
The Bottom Line
We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
Generative AI is used as a production support tool throughout development. It assists with localization, workflow acceleration, and the integration of assets across multiple disciplines into a consistent production pipeline. All AI-assisted content is reviewed, edited, integrated, and quality-controlled by the development team before being included in the final game.
Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features.
Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay.
This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you!
Some static art candidate assets were assisted by generative AI tools during development. Any such assets included in the game are manually reviewed, selected, edited, cleaned, style-matched, and checked before being shipped as fixed static game assets. The game does not use generative AI at runtime and does not generate text, images, audio, video, or other content in response to player input while the game is running.
Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player.
Generative AI was used only during the early concept art and ideation phase to help explore visual directions and inspire the art team. Any AI-assisted concepts served solely as reference material. All final in-game artwork was created, substantially reworked, or manually produced by human artists. The game does not generate AI content during gameplay, and no live AI systems are used by players.
This game was created with the assistance of generative AI tools for visual assets, music, and coding. All generated material was extensively edited, arranged, curated, and directed by the developer. The gameplay design, UI layout, visual style, and overall creative vision are the result of significant human authorship.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
Generative AI was used as an assistive tool for some parts of the following game development tasks:
(Background images, item images, coloring of character artwork, sound, code review, optimization, and localization text.)
During production we use generative AI in one narrow way: internal placeholders. Rough concept sketches and scratch voice lines hold a spot while the real assets are being made. Every placeholder is flagged in-engine, and none of it ships in the game players buy — the release version contains no generative AI content. Testers in early builds may spot flagged placeholders; that's what the flags are for. All art, writing, and voice work in the finished game is made by people. We know even placeholder use is a fair thing to question, so where we do use these tools, we aim for ones that license their training data and compensate the creators behind it.
Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
AIR EMPIRE uses generative AI tools for part of its store/marketing assets and some in-game content — specifically store capsule images, store descriptions, localization into non-English languages, and marketing video narration. All AI-assisted output is reviewed and edited by a human developer, and we have taken steps to ensure it does not include infringing or illegal content.
This game extensively utilizes AI technology in character design, UI, visual effects, sound effects, music, and promotional artwork to enhance production efficiency and explore innovative styles.
Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions.
Some dynamic art assets are assisted in their creation by AI tools.
Character portraits and evidence images were created with OpenAI's image generation; some diagrams were authored as SVG with OpenAI Codex. These assets were reviewed before release (originality and likeness pass). Sound effects and the ambient music bed are produced by a deterministic synthesis program (oscillators, filtered noise, and math-based DSP), not by a generative-AI audio model, and from no sampled or library audio; the synthesis script itself was written with AI coding assistance (AI-assisted code, not AI-generated audio). Fonts, engine, and runtime are non-AI third-party components under their own licenses.
Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development.
AI-assisted. Developer-directed. Generative AI was used as a production tool during development: Claude assisted with prototyping and implementation, while Google Lyria was used to create the game's original 15-track soundtrack. The music and all other AI-assisted material were selected, edited, integrated, and play-tested by the developer to serve Boiler & Blood's dieselpunk folk-occult world.
For complete transparency with our players, here is our stance on how this game is built:
1. Human Craftsmanship First
Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution.
2. Bridging the Resource Gap
Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you.
3. Moving Forward, Never Backward
Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward.
The Bottom Line
We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
Generative AI is used as a production support tool throughout development. It assists with localization, workflow acceleration, and the integration of assets across multiple disciplines into a consistent production pipeline. All AI-assisted content is reviewed, edited, integrated, and quality-controlled by the development team before being included in the final game.
Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features.
Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay.
This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you!
Some static art candidate assets were assisted by generative AI tools during development. Any such assets included in the game are manually reviewed, selected, edited, cleaned, style-matched, and checked before being shipped as fixed static game assets. The game does not use generative AI at runtime and does not generate text, images, audio, video, or other content in response to player input while the game is running.
Salt and Soil uses generative AI during gameplay to create some Annual Family Council narrative text and structured choice outcomes based on the current campaign state. Generated council content is constrained by the game’s historical setting, family data, localization rules, and gameplay schema, then validated before it is shown to the player.
Generative AI was used only during the early concept art and ideation phase to help explore visual directions and inspire the art team. Any AI-assisted concepts served solely as reference material. All final in-game artwork was created, substantially reworked, or manually produced by human artists. The game does not generate AI content during gameplay, and no live AI systems are used by players.
This game was created with the assistance of generative AI tools for visual assets, music, and coding. All generated material was extensively edited, arranged, curated, and directed by the developer. The gameplay design, UI layout, visual style, and overall creative vision are the result of significant human authorship.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
Generative AI was used as an assistive tool for some parts of the following game development tasks:
(Background images, item images, coloring of character artwork, sound, code review, optimization, and localization text.)
During production we use generative AI in one narrow way: internal placeholders. Rough concept sketches and scratch voice lines hold a spot while the real assets are being made. Every placeholder is flagged in-engine, and none of it ships in the game players buy — the release version contains no generative AI content. Testers in early builds may spot flagged placeholders; that's what the flags are for. All art, writing, and voice work in the finished game is made by people. We know even placeholder use is a fair thing to question, so where we do use these tools, we aim for ones that license their training data and compensate the creators behind it.