Public Steam disclosure research25,394 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.
AI was used to enhance the cover art and during the iteration phase of designing textures and object details. It provided design ideas but not finished products or assets.
There is no AI present in FLH which generates content or produces output of any kind.
Some of the visual assets in The Adventurer’s Trial were initially created with the help of AI tools, and then carefully modified, refined, and integrated by hand to fit the game’s art style. All final in-game content has been reviewed and adjusted by the developer to ensure consistency and quality.
I built Devil's Due as a weekend project, using Claude Opus for coding support and AI for the art assets (since I’m not exactly a 2D artist). I wanted to see if I could create something fun with AI assistance, and I really hope you guys enjoy playing it!
Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals.
All gameplay systems, mechanics, and code are developed manually.
Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic.
The game requires the use of large language models. Players need to purchase APIs of various brand-specific large language models through other channels at their own expense, or deploy large language models locally on their own devices via Ollama to power the game.
Some art, music, and code structures in this game were assisted by AI tools during development.
All outputs have been reviewed, refined, and integrated by human developers to ensure consistent style and high-quality gameplay experience.
Some in-game illustrations were initially created using AI-generated images to speed up the creative process. These visuals are now progressively being replaced with original artwork by our artists to better match the game’s style. Eventually, all AI-generated images will be removed from the game.
Some of the pixel art in this game was inspired by AI-generated concepts, but every design has been edited and refined by me, to fix imperfections and make it my own.
As a Solo Developer with a limited budget, I also used AI tools to help create the sound effects and music.
Some of the art is currently generated by AI as I am a solo developer with no experience. All artwork and models will be replaced with authentic ones in the future but for the early development and my lack of skill this was the best option.
This game uses AI-assisted tools to generate certain visual assets, such as character portraits and concept art. These assets were curated and refined by the developer to ensure quality and originality.
Only capsule images (capsules, banners, logo) were partially generated with AI.
All assets were manually edited to meet commercial and copyright standards.
Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.
AI was used to enhance the cover art and during the iteration phase of designing textures and object details. It provided design ideas but not finished products or assets.
There is no AI present in FLH which generates content or produces output of any kind.
Some of the visual assets in The Adventurer’s Trial were initially created with the help of AI tools, and then carefully modified, refined, and integrated by hand to fit the game’s art style. All final in-game content has been reviewed and adjusted by the developer to ensure consistency and quality.
I built Devil's Due as a weekend project, using Claude Opus for coding support and AI for the art assets (since I’m not exactly a 2D artist). I wanted to see if I could create something fun with AI assistance, and I really hope you guys enjoy playing it!
Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals.
All gameplay systems, mechanics, and code are developed manually.
Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic.
The game requires the use of large language models. Players need to purchase APIs of various brand-specific large language models through other channels at their own expense, or deploy large language models locally on their own devices via Ollama to power the game.
Some art, music, and code structures in this game were assisted by AI tools during development.
All outputs have been reviewed, refined, and integrated by human developers to ensure consistent style and high-quality gameplay experience.
Some in-game illustrations were initially created using AI-generated images to speed up the creative process. These visuals are now progressively being replaced with original artwork by our artists to better match the game’s style. Eventually, all AI-generated images will be removed from the game.
Some of the pixel art in this game was inspired by AI-generated concepts, but every design has been edited and refined by me, to fix imperfections and make it my own.
As a Solo Developer with a limited budget, I also used AI tools to help create the sound effects and music.
Some of the art is currently generated by AI as I am a solo developer with no experience. All artwork and models will be replaced with authentic ones in the future but for the early development and my lack of skill this was the best option.
This game uses AI-assisted tools to generate certain visual assets, such as character portraits and concept art. These assets were curated and refined by the developer to ensure quality and originality.
Only capsule images (capsules, banners, logo) were partially generated with AI.
All assets were manually edited to meet commercial and copyright standards.
Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.