Public Steam disclosure research25,497 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 create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
Our game uses AI to create dynamic NPC dialogues based on player prompts.
All inputs are filtered by OpenAI’s moderation model, and generated content stays inside the game.
This game uses AI-generated content created with ChatGPT and Bing Image Creator. AI was used to help write store page text, promotional material, and generate some illustrative images. No AI is used in the game's real-time execution or gameplay code.
AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
This game utilizes AI technology for coding. This has led to a dramatic improvement in coding, which is a difficult task for the creators, leading to increased efficiency.
Artwork is created manually by the development team.
Artificial intelligence was used to pre-generate texts about objects (e.g. dinosaurs), assist in building the shop page, and create a few AI-generated images in the game.
AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players.
The AI disclosure is checked per Steam policy due to placeholder images used on the store page during early development. All placeholders within the game, as well as the original store page screenshots, have since been removed and replaced with final, hand-crafted images authored by the developer.
Pre-rendered content generated by AI for use in games, store pages, marketing materials, and community assets.
Nothing in the game is generated by AI in real time.
Real-Time Generation: All content is created dynamically during gameplay. It is not a copy of existing works, but rather a spontaneous reaction to player actions—similar to improvisation.
AI assisted development was used to enhance visual effects, polish animations, and streamline design workflow helping deliver a smoother, more visually dynamic experience for players. No gameplay decisions or in-game character behavior are controlled by AI.
Bone-Bound uses generative AI tools for some pre-rendered artwork and music as part of a solo-development production pipeline. Final assets are manually selected, edited, redrawn, filtered, revised, and curated to fit the game's design, visual style, and tone.
All card abilities, creature mechanics, balance, progression, rules, and gameplay systems are designed by the developer. No AI-generated content is created during gameplay.
I use generative AI tools to assist with creating some pre-rendered assets for our Steam store materials and certain in-game UI graphics. All AI-assisted outputs are reviewed and edited before use. No AI-generated content is created live at runtime.
Code: Generate basic functionality code, less than 1% of the total lines of code.
Images: Generate images for reference or initial drafts, less than 5% of the total image assets.
Text: Generate text for reference, initial drafts, or polishing, less than 5% of the total text volume.
Some visual elements, such as button icons and store page artwork, were created using AI-assisted tools. These assets were edited and customized to fit the game’s style. No gameplay content or story elements were generated by AI.
- Translation only: We use machine translation (AI) as a draft for localization with human post‑editing and QA.
- CG / In‑game content: No AI is used for character design, CG art, or any real‑time generation in the game.
I used AI to assist with multilingual translation of the game's text.
I used AI to help create some promotional materials for the game store.
I utilized AI to help translate the Steam store page into multiple languages.
The final game contains no directly AI-generated assets. All content was created and finalized by the developer. AI-assisted tools were used for early concept exploration.
As an indie project developed purely out of passion and without any funding, we have used artificial intelligence to generate some of the game's images and voice lines, as we currently lack a team of professional artists or voice actors. However, if the game gains traction and development continues, these assets may be replaced with the work of real artists and industry professionals.
I use AI to assist in generating pre-rendered game assets, store page copy, and some marketing and community materials to improve production efficiency and quality. However, all AI-generated content is carefully reviewed and edited by humans to ensure it aligns with the game's style and brand identity.
Some of the multilingual descriptions on this page have been generated with AI assistance, and certain in-game text has also been proofread using AI tools.
The following is generated using AI:
The main interface of the game includes four worm cards, six panda cards, one molten rock puppet card, three Spider Egg cards, two human cards, and two blacksmith cards
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
Our game uses AI to create dynamic NPC dialogues based on player prompts.
All inputs are filtered by OpenAI’s moderation model, and generated content stays inside the game.
This game uses AI-generated content created with ChatGPT and Bing Image Creator. AI was used to help write store page text, promotional material, and generate some illustrative images. No AI is used in the game's real-time execution or gameplay code.
AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
This game utilizes AI technology for coding. This has led to a dramatic improvement in coding, which is a difficult task for the creators, leading to increased efficiency.
Artwork is created manually by the development team.
Artificial intelligence was used to pre-generate texts about objects (e.g. dinosaurs), assist in building the shop page, and create a few AI-generated images in the game.
AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players.
The AI disclosure is checked per Steam policy due to placeholder images used on the store page during early development. All placeholders within the game, as well as the original store page screenshots, have since been removed and replaced with final, hand-crafted images authored by the developer.
Pre-rendered content generated by AI for use in games, store pages, marketing materials, and community assets.
Nothing in the game is generated by AI in real time.
Real-Time Generation: All content is created dynamically during gameplay. It is not a copy of existing works, but rather a spontaneous reaction to player actions—similar to improvisation.
AI assisted development was used to enhance visual effects, polish animations, and streamline design workflow helping deliver a smoother, more visually dynamic experience for players. No gameplay decisions or in-game character behavior are controlled by AI.
Bone-Bound uses generative AI tools for some pre-rendered artwork and music as part of a solo-development production pipeline. Final assets are manually selected, edited, redrawn, filtered, revised, and curated to fit the game's design, visual style, and tone.
All card abilities, creature mechanics, balance, progression, rules, and gameplay systems are designed by the developer. No AI-generated content is created during gameplay.
I use generative AI tools to assist with creating some pre-rendered assets for our Steam store materials and certain in-game UI graphics. All AI-assisted outputs are reviewed and edited before use. No AI-generated content is created live at runtime.
Code: Generate basic functionality code, less than 1% of the total lines of code.
Images: Generate images for reference or initial drafts, less than 5% of the total image assets.
Text: Generate text for reference, initial drafts, or polishing, less than 5% of the total text volume.
Some visual elements, such as button icons and store page artwork, were created using AI-assisted tools. These assets were edited and customized to fit the game’s style. No gameplay content or story elements were generated by AI.
- Translation only: We use machine translation (AI) as a draft for localization with human post‑editing and QA.
- CG / In‑game content: No AI is used for character design, CG art, or any real‑time generation in the game.
I used AI to assist with multilingual translation of the game's text.
I used AI to help create some promotional materials for the game store.
I utilized AI to help translate the Steam store page into multiple languages.
The final game contains no directly AI-generated assets. All content was created and finalized by the developer. AI-assisted tools were used for early concept exploration.
As an indie project developed purely out of passion and without any funding, we have used artificial intelligence to generate some of the game's images and voice lines, as we currently lack a team of professional artists or voice actors. However, if the game gains traction and development continues, these assets may be replaced with the work of real artists and industry professionals.
I use AI to assist in generating pre-rendered game assets, store page copy, and some marketing and community materials to improve production efficiency and quality. However, all AI-generated content is carefully reviewed and edited by humans to ensure it aligns with the game's style and brand identity.
Some of the multilingual descriptions on this page have been generated with AI assistance, and certain in-game text has also been proofread using AI tools.
The following is generated using AI:
The main interface of the game includes four worm cards, six panda cards, one molten rock puppet card, three Spider Egg cards, two human cards, and two blacksmith cards
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.