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.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Artificial intelligence was used to assist with interface localization and adaptation of in-game textures.
There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
Leveraged AIGC tools to assist with the creation of the Steam store page, marketing assets, promotional videos, in-game UI/GUI elements, visual assets, and parts of the frontend implementation.
The character voices in this game were generated using artificial intelligence (AI). No character visuals, animations, or other game assets were generated using AI.
Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
This game’s art, music, and localization were created with the assistance of generative AI during production. All related content was pre-generated during development, then selected and integrated by the developer. No generative AI services are called during gameplay, and no AI content is generated in real time.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI was used to create in-game CCTV camera footage images and English voiceovers.
All AI-generated assets have been reviewed and edited to fit the game's atmosphere and quality standards.
This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care.
I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI.
Generative AI tools were used during development to assist with creating certain in-game visual assets, concept art, and UI elements. All AI-generated content has been reviewed, curated, and integrated manually by the developer.
Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic.
Generative AI tools were used during development to assist in creating certain environmental textures and ambient sound effects to enhance the game's atmosphere. All generated assets were reviewed and integrated manually to fit the retro aesthetic of the game.
Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS.
The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game.
All video, voice and music content in this game was pre-generated using AI tools under full human direction. The story, characters, dialogue, game design, editing and code are original work by a solo developer. No content is generated while the game is running; players only ever see pre-produced, human-reviewed material.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with the creation of selected pre-generated assets, including visual artwork, character assets, music, and sound effects. These tools were used as part of the development workflow, while the game's design, direction, gameplay systems, implementation, level design, and final integration were created and curated by the developer. No generative AI is used to create new content during gameplay.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
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.
AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team.
AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
Artificial intelligence was used to assist with interface localization and adaptation of in-game textures.
There was a time when people used Google Translate, and terrible localization for many languages was common. Times have changed, progress does not stand still. Today, new and more advanced tools have emerged, and people now use them instead of outdated ones.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
This game uses a few assets purchased from FAB which may or may not contain AI-generated content. I have personally done my best to scrub AI out of those few purchased assets. There are also two images and two short instrumentals, and that's it.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
Leveraged AIGC tools to assist with the creation of the Steam store page, marketing assets, promotional videos, in-game UI/GUI elements, visual assets, and parts of the frontend implementation.
The character voices in this game were generated using artificial intelligence (AI). No character visuals, animations, or other game assets were generated using AI.
Generative AI tools were used as an assistive tool to draft and localize portions of the game's text and Steam store marketing copy. All outputs were reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content while running.
All photorealistic in-game assets and store promotional images are pre-generated via text-to-image AI tools during development. No existing copyrighted photographs, real-life reference images, or specific real-person portraits are used as the basis for generation.
All character visuals are created solely from broad, generic descriptive prompts such as "Chinese young man in the 1990s", and do not reference any real individual. All third-party brand logos, commercial trademarks and potentially infringing elements have been manually reviewed and removed from the generated content.
The developer holds full commercial rights to all AI-generated content in the game and promotional materials.
This game’s art, music, and localization were created with the assistance of generative AI during production. All related content was pre-generated during development, then selected and integrated by the developer. No generative AI services are called during gameplay, and no AI content is generated in real time.
This game contains game assets created with machine learning technology and refined through human review and editing. Developed by Hayden-Fisher Technologies, Inc. (an independently owned tech consulting and engineering corporation).
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI was used to create in-game CCTV camera footage images and English voiceovers.
All AI-generated assets have been reviewed and edited to fit the game's atmosphere and quality standards.
This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care.
I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI.
Generative AI tools were used during development to assist with creating certain in-game visual assets, concept art, and UI elements. All AI-generated content has been reviewed, curated, and integrated manually by the developer.
Some 3D model creatures generated from my own hand-drawn concept art via Meshy; all 2D art sources, game design, and voice work is human-made, with voice acting by Manicvelocity and The Altoholic.
Generative AI tools were used during development to assist in creating certain environmental textures and ambient sound effects to enhance the game's atmosphere. All generated assets were reviewed and integrated manually to fit the retro aesthetic of the game.
Generative AI was only used to assist in creating some of the inventory icons and promotional artwork, as TEMPORARY PLACEHOLDERS.
The game's environments, gameplay systems, characters, mechanics, world design, and narrative were created by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game.
All video, voice and music content in this game was pre-generated using AI tools under full human direction. The story, characters, dialogue, game design, editing and code are original work by a solo developer. No content is generated while the game is running; players only ever see pre-produced, human-reviewed material.
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with the creation of selected pre-generated assets, including visual artwork, character assets, music, and sound effects. These tools were used as part of the development workflow, while the game's design, direction, gameplay systems, implementation, level design, and final integration were created and curated by the developer. No generative AI is used to create new content during gameplay.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
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.
AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team.
AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team.