Public Steam disclosure research25,519 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 of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top.
All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person.
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people.
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 create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
This game uses generative AI for part of the destination crest artwork and for the store page text and its translations. No content is generated by AI while you play.
Some of the music in this game was created using Suno AI. Generative image tools were also used in the creation of certain in-game visual assets and marketing images. The generated content was reviewed, selected, and modified during the development process. Generative AI is not used in real time during gameplay, nor does the game generate any new content while being played.
In a particularly fitting twist for a game about artificial intelligence whose protagonist is herself an artificial intelligence, generative AI tools were used during development to assist with some pre-generated visual assets, music, and portions of the text and localization. All AI-assisted content was reviewed, edited, and curated by the developer. No generative AI is used during gameplay.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay.
Generative AI was used to assist in creating pre-generated artwork, animation, audio, dialogue, and localization. All content was reviewed and edited by the developer. No AI is used at runtime.
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 was used to create some pre-generated character artwork, 2D images, and illustrations included in the game and related visual promotional materials. All generated images are reviewed and selected by the developer before inclusion. No AI-generated content is created during gameplay.
Artwork featured in Celebria has been AI-assisted. All AI-assisted material was reviewed and edited by the developer, and no content is live generated by AI during gameplay.
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 tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI tools were used for some decorative textures and minor details. Although their use is minimal, they are visually present and may bother people sensitive to this topic. Furthermore, AI was used for temporary test dubbing of the characters. However, the final product will be voiced by human actors.
NABERON uses generative AI tools in the creation of some of its assets.
3D models and textures were generated with Meshy, then reworked, retextured
and assembled by hand for the game. Music was generated with Suno, and part
of the sound effects with ElevenLabs. Some store page artwork, including the
logo, was created with AI image tools.
All generated content was reviewed, edited and approved by the developer
before it shipped. The game does not generate any content live while you
play — nothing is created at runtime.
This game uses generative AI tools in a few areas: some 2D art assets (such as the main menu background, title logo, and UI icons), some background music and sound effects, and the drafting and translation of store page text. All AI-generated content was reviewed and edited by the developer to ensure quality and appropriate use.
This game uses generative AI to create some character sprites, event CGs, backgrounds, and other in-game images. Some translations are also created using generative AI. These AI-generated assets are used as part of the game's content, as well as in images displayed on the game's store page. The game does not use generative AI to generate content in real time based on player input.
Generative AI tools were used during development to create and refine the game’s visual artwork, music, and programming code. All generated material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay, and no player input or data is sent to generative AI services.
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.
Generative AI tools were used during development as part of the production workflow for pre-generated visual, 3D, audio, written, and localization content included in the game. All final content was selected, reviewed, edited, adapted, and integrated as part of the game's development process. No generative AI systems run during gameplay and no content is generated dynamically for players.
The visual art in Palimpsest Idle (character, enemy, weapon, equipment, icon and background art) was created during development using AI image generation tools, then curated, processed and hand-assembled by the developer. The game's two music tracks were produced during development using an AI music composition service under a licence granting full ownership of the resulting compositions. Sound effects are royalty-free library recordings and are not AI-generated. No content is generated while the game is running - all assets ship as fixed files, and the game makes no network requests during play.
The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand.
Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images.
The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings.
The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service.
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.
Some illustrative artwork used in the game (atmospheric key art shown in the in-game gallery) was created with the assistance of AI image-generation tools. Portions of the game's narrative text, achievement descriptions, and localized translations were written with the assistance of an AI language tool during development, then reviewed and edited by the developer. All sound effects and music are procedurally synthesized using traditional digital signal processing (oscillators and filters), not AI-generated.
Generative AI has been used as a supplementary tool in the creation of some art assets and UI elements included in this game. AI has also been used to assist with some text creation and localization.
AI-generated or AI-assisted content is reviewed by the developer and edited or adjusted by hand as needed. Generative AI is used only as a tool to support the development process, while careful attention is given to the overall quality, consistency, and atmosphere of the game.
Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation.
Some AI generation for promotional imagery
Generative AI tools were used during the development of this game to assist in creating selected pre-generated content, including images and illustrations, character visuals, 3D characters, models and assets, textures, cinematic videos, narration and voice elements, soundtrack/music, and selected textual or narrative content. All AI-assisted content was reviewed, selected, edited, and integrated by the developer before being included in the final game. Generative AI is not used to create content or code during gameplay.
Generative AI was used to help create some of the store page marketing images and some of the game's music tracks, which are used as in-game content (the songs players perform to during gameplay). No generative AI is used to generate images or text within the game itself all in-game visuals and text are handcrafted.
This game uses generative AI tools in parts of its development process.
Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer.
Audio: Some sound effects and voice lines may be generated or processed using AI tools.
Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets.
No AI-generated content is created live during gameplay. All content is fixed and reviewed before release.
Some of the game model mesh are crafted with AI Support, we have 1 artist creating toy design and 1 model artist to craft model of our own design. AI is used to help edit some of the model.
Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI.
Some pre-rendered content was created with generative AI tools and then manually reviewed, selected, and edited by the developer: art assets (store capsule artwork, character and environment sprites) and localized text (Japanese, Simplified Chinese, French, and Russian translations of the game's interface). All game design, code, and original Korean/English text were written by the developer. The game does not generate any content with AI at runtime — there is no live or real-time AI generation.
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game.
I cannot draw and I have no experience with graphics either, which is why I turned to AI for the images in the game: the creatures, items, zones and the class portraits. I picked, edited and placed every single one of them myself, and plenty were thrown out again before the rest fit together.
Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services.
Some of the artwork in Fallen Nights was made with generative AI. The character and object sprites began as AI-generated images and were then reduced to the game's fixed pixel palette and corrected by hand; the store and library capsule art is AI-generated painted artwork, with the game's own hand-drawn pixel wordmark composited on top.
All of it is made during development and baked into the build. The game generates nothing while you play and makes no AI calls at runtime. The levels are hand-drawn, the music is synthesized by hand-written code, and every word of text in the game is written by a person.
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people.
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 create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
This game uses generative AI for part of the destination crest artwork and for the store page text and its translations. No content is generated by AI while you play.
Some of the music in this game was created using Suno AI. Generative image tools were also used in the creation of certain in-game visual assets and marketing images. The generated content was reviewed, selected, and modified during the development process. Generative AI is not used in real time during gameplay, nor does the game generate any new content while being played.
In a particularly fitting twist for a game about artificial intelligence whose protagonist is herself an artificial intelligence, generative AI tools were used during development to assist with some pre-generated visual assets, music, and portions of the text and localization. All AI-assisted content was reviewed, edited, and curated by the developer. No generative AI is used during gameplay.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay.
Generative AI was used to assist in creating pre-generated artwork, animation, audio, dialogue, and localization. All content was reviewed and edited by the developer. No AI is used at runtime.
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 was used to create some pre-generated character artwork, 2D images, and illustrations included in the game and related visual promotional materials. All generated images are reviewed and selected by the developer before inclusion. No AI-generated content is created during gameplay.
Artwork featured in Celebria has been AI-assisted. All AI-assisted material was reviewed and edited by the developer, and no content is live generated by AI during gameplay.
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 tools were used during development to assist with refining some text, code, and images. Some in-game textures were also generated using AI. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI tools were used for some decorative textures and minor details. Although their use is minimal, they are visually present and may bother people sensitive to this topic. Furthermore, AI was used for temporary test dubbing of the characters. However, the final product will be voiced by human actors.
NABERON uses generative AI tools in the creation of some of its assets.
3D models and textures were generated with Meshy, then reworked, retextured
and assembled by hand for the game. Music was generated with Suno, and part
of the sound effects with ElevenLabs. Some store page artwork, including the
logo, was created with AI image tools.
All generated content was reviewed, edited and approved by the developer
before it shipped. The game does not generate any content live while you
play — nothing is created at runtime.
This game uses generative AI tools in a few areas: some 2D art assets (such as the main menu background, title logo, and UI icons), some background music and sound effects, and the drafting and translation of store page text. All AI-generated content was reviewed and edited by the developer to ensure quality and appropriate use.
This game uses generative AI to create some character sprites, event CGs, backgrounds, and other in-game images. Some translations are also created using generative AI. These AI-generated assets are used as part of the game's content, as well as in images displayed on the game's store page. The game does not use generative AI to generate content in real time based on player input.
Generative AI tools were used during development to create and refine the game’s visual artwork, music, and programming code. All generated material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay, and no player input or data is sent to generative AI services.
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.
Generative AI tools were used during development as part of the production workflow for pre-generated visual, 3D, audio, written, and localization content included in the game. All final content was selected, reviewed, edited, adapted, and integrated as part of the game's development process. No generative AI systems run during gameplay and no content is generated dynamically for players.
The visual art in Palimpsest Idle (character, enemy, weapon, equipment, icon and background art) was created during development using AI image generation tools, then curated, processed and hand-assembled by the developer. The game's two music tracks were produced during development using an AI music composition service under a licence granting full ownership of the resulting compositions. Sound effects are royalty-free library recordings and are not AI-generated. No content is generated while the game is running - all assets ship as fixed files, and the game makes no network requests during play.
The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand.
Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images.
The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings.
The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service.
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.
Some illustrative artwork used in the game (atmospheric key art shown in the in-game gallery) was created with the assistance of AI image-generation tools. Portions of the game's narrative text, achievement descriptions, and localized translations were written with the assistance of an AI language tool during development, then reviewed and edited by the developer. All sound effects and music are procedurally synthesized using traditional digital signal processing (oscillators and filters), not AI-generated.
Generative AI has been used as a supplementary tool in the creation of some art assets and UI elements included in this game. AI has also been used to assist with some text creation and localization.
AI-generated or AI-assisted content is reviewed by the developer and edited or adjusted by hand as needed. Generative AI is used only as a tool to support the development process, while careful attention is given to the overall quality, consistency, and atmosphere of the game.
Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation.
Some AI generation for promotional imagery
Generative AI tools were used during the development of this game to assist in creating selected pre-generated content, including images and illustrations, character visuals, 3D characters, models and assets, textures, cinematic videos, narration and voice elements, soundtrack/music, and selected textual or narrative content. All AI-assisted content was reviewed, selected, edited, and integrated by the developer before being included in the final game. Generative AI is not used to create content or code during gameplay.
Generative AI was used to help create some of the store page marketing images and some of the game's music tracks, which are used as in-game content (the songs players perform to during gameplay). No generative AI is used to generate images or text within the game itself all in-game visuals and text are handcrafted.
This game uses generative AI tools in parts of its development process.
Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer.
Audio: Some sound effects and voice lines may be generated or processed using AI tools.
Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets.
No AI-generated content is created live during gameplay. All content is fixed and reviewed before release.
Some of the game model mesh are crafted with AI Support, we have 1 artist creating toy design and 1 model artist to craft model of our own design. AI is used to help edit some of the model.
Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI.
Some pre-rendered content was created with generative AI tools and then manually reviewed, selected, and edited by the developer: art assets (store capsule artwork, character and environment sprites) and localized text (Japanese, Simplified Chinese, French, and Russian translations of the game's interface). All game design, code, and original Korean/English text were written by the developer. The game does not generate any content with AI at runtime — there is no live or real-time AI generation.
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game.
I cannot draw and I have no experience with graphics either, which is why I turned to AI for the images in the game: the creatures, items, zones and the class portraits. I picked, edited and placed every single one of them myself, and plenty were thrown out again before the rest fit together.
Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services.