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.
Generative AI is used to draft the written text on this store page and in our announcement and update posts. A human reads, edits and approves every line before it is published. AI coding assistants are also used while building the game. The game itself does not generate any content with AI while you play, and it does not connect to any AI service.
Generative AI tools were used during development to assist with programming, debugging, and selected visual and marketing assets. All AI-assisted code and content were reviewed, tested, and edited by the developer. No content is generated during gameplay.
This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product.
Generative AI was used during the development of this game. AI-assisted tools were used to create or assist with visual assets, UI elements, backgrounds, in-game text, localization, and portions of the game's code and development process. Music used in the game was not generated by AI.
All AI-assisted content was created during development. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
AI tools were used during development to assist with writing the game's code and text content (including UI text, English/Korean localization, and store page text). All AI-assisted content was created under direct developer supervision and reviewed by the developer. No content is generated by AI at runtime.
Generative AI tools were used during development to create and edit some visual assets and promotional artwork, and to assist with portions of the game's code. All AI-assisted content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
We’d like to be transparent about the localization of THE WRONG WAY ROUND.
Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage.
We’re continuously improving the translations and really appreciate any feedback from native speakers.
Some in-game images, depicting traditional dress, festivals, food, and cultural artifacts, were created using an AI image generation pipeline (Google Gemini through an automated workflow). Every generated image was reviewed, curated, and approved by the developer before it was added to the game. No AI content is generated live during gameplay.
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons.
Generative AI tools were used during development to assist with creating some music and UI graphic assets, as well as to provide coding suggestions and troubleshooting support. All AI-assisted content was reviewed, edited where necessary, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with creating select pre-generated 3D base models, 2D promotional/marketing art, and drafting portions of the source code
All animations (sourced and configured via Mixamo), level design, environmental layouts, physics tuning, core game logic, and overall gameplay systems were manually designed, built, and integrated by the development team
The game does not generate any live AI content at runtime
All AI-assisted assets and code have been manually reviewed, curated, and tested to ensure stability, quality, and full compliance with copyright and intellectual property standards
Generative AI was used to help translate the game's text and store page into other languages. It was not used to create any of the artwork, audio, or code in the game.
Generative AI was used to create certain promotional artwork for the Steam store page, including capsule images and the community icon. These assets were reviewed and edited by the developer. The game itself does not contain AI-generated artwork, audio, narrative, localization, or live-generated AI content.
Generative artificial intelligence (AI) was used to create some audio and visual assets, portions of the game code, Steam store page copy, and localized content. No AI-generated content is created in real time during gameplay.
The game's art, code and marketing assets (store images and in-game graphics) were created during development with the assistance of generative AI tools. All AI-assisted content is pre-rendered and was reviewed by the developer before shipping. The game does not generate any content with AI at runtime.
The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version.
The game's visual assets and language translations were created with the assistance of generative AI tools. All AI-generated content has been reviewed and edited by the developer before being included in the final game.
AI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer.
Some art assets and textures in this game were created with the help of generative AI tools. Translations were initially machine-generated. No content is generated by AI while the game is running.
Generative AI was used to assist with the composition of some concept artwork, a small number of promotional video shots, and multilingual localization. All related content was reviewed, edited, and finally approved by the development team before use.
We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
This game uses generative AI in parts of its development.
Generative AI is used to help generate the game's program code. However, all final testing, adjustment, and verification of the generated code are carried out by human developers.
Generative AI is also used to create the game's background music (BGM).
Our team uses generative AI tools to assist with parts of the game's artwork, including some in-game art and store page images, and with first-pass translation of in-game text. All AI-assisted art and translations are reviewed, edited, and finalized by our team. Music and sound effects do not use AI. We hold the necessary rights to all content shipped in this game. No content is generated by AI at runtime.
I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo
Generative AI is used to draft the written text on this store page and in our announcement and update posts. A human reads, edits and approves every line before it is published. AI coding assistants are also used while building the game. The game itself does not generate any content with AI while you play, and it does not connect to any AI service.
Generative AI tools were used during development to assist with programming, debugging, and selected visual and marketing assets. All AI-assisted code and content were reviewed, tested, and edited by the developer. No content is generated during gameplay.
This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product.
Generative AI was used during the development of this game. AI-assisted tools were used to create or assist with visual assets, UI elements, backgrounds, in-game text, localization, and portions of the game's code and development process. Music used in the game was not generated by AI.
All AI-assisted content was created during development. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
AI tools were used during development to assist with writing the game's code and text content (including UI text, English/Korean localization, and store page text). All AI-assisted content was created under direct developer supervision and reviewed by the developer. No content is generated by AI at runtime.
Generative AI tools were used during development to create and edit some visual assets and promotional artwork, and to assist with portions of the game's code. All AI-assisted content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
We’d like to be transparent about the localization of THE WRONG WAY ROUND.
Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage.
We’re continuously improving the translations and really appreciate any feedback from native speakers.
Some in-game images, depicting traditional dress, festivals, food, and cultural artifacts, were created using an AI image generation pipeline (Google Gemini through an automated workflow). Every generated image was reviewed, curated, and approved by the developer before it was added to the game. No AI content is generated live during gameplay.
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons.
Generative AI tools were used during development to assist with creating some music and UI graphic assets, as well as to provide coding suggestions and troubleshooting support. All AI-assisted content was reviewed, edited where necessary, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with creating select pre-generated 3D base models, 2D promotional/marketing art, and drafting portions of the source code
All animations (sourced and configured via Mixamo), level design, environmental layouts, physics tuning, core game logic, and overall gameplay systems were manually designed, built, and integrated by the development team
The game does not generate any live AI content at runtime
All AI-assisted assets and code have been manually reviewed, curated, and tested to ensure stability, quality, and full compliance with copyright and intellectual property standards
Generative AI was used to help translate the game's text and store page into other languages. It was not used to create any of the artwork, audio, or code in the game.
Generative AI was used to create certain promotional artwork for the Steam store page, including capsule images and the community icon. These assets were reviewed and edited by the developer. The game itself does not contain AI-generated artwork, audio, narrative, localization, or live-generated AI content.
Generative artificial intelligence (AI) was used to create some audio and visual assets, portions of the game code, Steam store page copy, and localized content. No AI-generated content is created in real time during gameplay.
The game's art, code and marketing assets (store images and in-game graphics) were created during development with the assistance of generative AI tools. All AI-assisted content is pre-rendered and was reviewed by the developer before shipping. The game does not generate any content with AI at runtime.
The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version.
The game's visual assets and language translations were created with the assistance of generative AI tools. All AI-generated content has been reviewed and edited by the developer before being included in the final game.
AI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer.
Some art assets and textures in this game were created with the help of generative AI tools. Translations were initially machine-generated. No content is generated by AI while the game is running.
Generative AI was used to assist with the composition of some concept artwork, a small number of promotional video shots, and multilingual localization. All related content was reviewed, edited, and finally approved by the development team before use.
We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
This game uses generative AI in parts of its development.
Generative AI is used to help generate the game's program code. However, all final testing, adjustment, and verification of the generated code are carried out by human developers.
Generative AI is also used to create the game's background music (BGM).
Our team uses generative AI tools to assist with parts of the game's artwork, including some in-game art and store page images, and with first-pass translation of in-game text. All AI-assisted art and translations are reviewed, edited, and finalized by our team. Music and sound effects do not use AI. We hold the necessary rights to all content shipped in this game. No content is generated by AI at runtime.
I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo