Public Steam disclosure research25,706 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 Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input.
Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline.
Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency.
AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed.
Some visual assets and artwork used during the development of Shrunk Wilds were created with the assistance of AI image generation tools. All generated assets are manually reviewed, modified, and curated by the developer before being implemented into the game. Players do not interact with AI systems during gameplay, and the game does not generate content in real time.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay.
Generative AI disclosure
Some visual assets in American Dream were created with the help of generative artificial intelligence during development, then reviewed and edited by the developer before release.
This includes the main menu background art and related promotional graphics used on the Steam store page and in Steam library/marketing images (such as header, capsule, and hero artwork). Gameplay screenshots are captured from the actual game and are not AI-generated.
Generative AI is not used to create content while you play. The game does not generate artwork, audio, narrative, or code during gameplay, and it does not connect to any third-party AI services while running.
Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay.
Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/
We used Generative AI tools solely for localizing the store page descriptions, brainstorming promotional texts, and translating "About This Game" sections into multiple languages to make the game accessible to a wider audience. No AI-generated assets (such as art, code, or audio) are used within the game build itself.
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
We used generative AI mainly for generating code. It has also been used for writing flavour text, many interface descriptions and some lines for an AI character. Finally it has also been used for proofreading.
Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime.
This application uses AI tools in parts of its development process, including creating the in-character dialogue text and some artwork (such as character part images), as well as tuning behavioral algorithms. All AI-generated assets are produced and reviewed in advance and built into the product; no generative AI runs during gameplay.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
I used generative AI tools (specifically Fooocus) to help paint and generate my static 2D game backgrounds and concept/icon art. I also utilized AI-collaboration platforms to assist with audio synthesis composition and programming codebase layouts. All generated assets were fully curated, conceptualized, and processed under my own direct creative control and creative direction before building.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
This game was made with the help of generative AI tools. During development, AI was used to help create some of the content that ships with the game — including its writing and dialogue, its English and Turkish text, and its 2D art and UI (such as icons, product sprites, achievement badges, and store images). All of this content was directed, reviewed, and curated by the developer. The game does not generate any AI content while you play, and does not connect to any AI service during gameplay.
This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo.
Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Cellula was developed with the assistance of generative AI tools. The developer used AI to help write C++ code, generate 3D organelle models from text descriptions, and create UI button artwork. No AI-generated content appears in the final game without human modification, curation, and integration.
This project is itself a demonstration of how AI can democratize game development — allowing a single developer with domain expertise but limited programming experience to build something that previously required a full studio.
All game design, biological accuracy, educational content, and creative direction were provided by a human physician and educator.
We used advanced AI language models (Claude and Gemini) to help translate
SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi,
Urdu, Japanese, and English (UK). The AI handled the initial translation of
all in-game text from UI menus to dialogue, story sequences, and thousands
of unique support tickets. Every translation was then carefully reviewed and
tested by humans to ensure quality and cultural accuracy across all languages.
FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime.
We used artificial intelligence tools in several areas of Parcel Empire’s development, always under human supervision.
Some of the game’s artwork was generated with the help of AI, then significantly reworked by hand to match the project’s art direction and the specific needs of the game.
The game’s music was entirely generated with the help of AI. The sound effects, however, were not generated by AI.
AI was also used to help translate the game into the available languages.
The game’s development is handled by a developer on the team. Some portions of the code were assisted by AI, but they were reviewed, adapted, and integrated under human supervision.
Some visual assets used in the game and its store page were created with the assistance of generative AI tools. All AI-generated content has been reviewed and curated by the developer. No AI-generated content is created during gameplay.
Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface.
MultiScope Air Traffic Control uses a local neural text-to-speech model (Piper) to generate the pilot voice read-backs in real time on your own machine. It runs entirely offline, no voice input or player data is sent anywhere or used to train any AI model. Your spoken commands are recognized locally by your operating system, not by generative AI.
Some of the 3D models in the game were generated with the assistance of artificial intelligence, and were reviewed and modified by humans before being used as game assets.
AI DISCLOSURE
Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it.
Generative AI tools were used during development to assist with programming, concept art, marketing artwork, and the creation of some 3D assets. All AI-assisted content was reviewed, modified where necessary, and approved by the developer before being included in the game.
The game does not use generative AI to create content in real time for players.
This game uses generative AI to assist in generating some text and art resources. All content has been manually reviewed and adjusted, and does not affect core gameplay or content.
The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input.
Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline.
Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency.
AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed.
Some visual assets and artwork used during the development of Shrunk Wilds were created with the assistance of AI image generation tools. All generated assets are manually reviewed, modified, and curated by the developer before being implemented into the game. Players do not interact with AI systems during gameplay, and the game does not generate content in real time.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay.
Generative AI disclosure
Some visual assets in American Dream were created with the help of generative artificial intelligence during development, then reviewed and edited by the developer before release.
This includes the main menu background art and related promotional graphics used on the Steam store page and in Steam library/marketing images (such as header, capsule, and hero artwork). Gameplay screenshots are captured from the actual game and are not AI-generated.
Generative AI is not used to create content while you play. The game does not generate artwork, audio, narrative, or code during gameplay, and it does not connect to any third-party AI services while running.
Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay.
Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/
We used Generative AI tools solely for localizing the store page descriptions, brainstorming promotional texts, and translating "About This Game" sections into multiple languages to make the game accessible to a wider audience. No AI-generated assets (such as art, code, or audio) are used within the game build itself.
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
We used generative AI mainly for generating code. It has also been used for writing flavour text, many interface descriptions and some lines for an AI character. Finally it has also been used for proofreading.
Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime.
This application uses AI tools in parts of its development process, including creating the in-character dialogue text and some artwork (such as character part images), as well as tuning behavioral algorithms. All AI-generated assets are produced and reviewed in advance and built into the product; no generative AI runs during gameplay.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
I used generative AI tools (specifically Fooocus) to help paint and generate my static 2D game backgrounds and concept/icon art. I also utilized AI-collaboration platforms to assist with audio synthesis composition and programming codebase layouts. All generated assets were fully curated, conceptualized, and processed under my own direct creative control and creative direction before building.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
This game was made with the help of generative AI tools. During development, AI was used to help create some of the content that ships with the game — including its writing and dialogue, its English and Turkish text, and its 2D art and UI (such as icons, product sprites, achievement badges, and store images). All of this content was directed, reviewed, and curated by the developer. The game does not generate any AI content while you play, and does not connect to any AI service during gameplay.
This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo.
Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Cellula was developed with the assistance of generative AI tools. The developer used AI to help write C++ code, generate 3D organelle models from text descriptions, and create UI button artwork. No AI-generated content appears in the final game without human modification, curation, and integration.
This project is itself a demonstration of how AI can democratize game development — allowing a single developer with domain expertise but limited programming experience to build something that previously required a full studio.
All game design, biological accuracy, educational content, and creative direction were provided by a human physician and educator.
We used advanced AI language models (Claude and Gemini) to help translate
SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi,
Urdu, Japanese, and English (UK). The AI handled the initial translation of
all in-game text from UI menus to dialogue, story sequences, and thousands
of unique support tickets. Every translation was then carefully reviewed and
tested by humans to ensure quality and cultural accuracy across all languages.
FOCUS uses generative AI to assist in creating some in-game texture/background assets and the store capsule art. These are hand-edited and finalized by the developer. All design, code, and gameplay are human-made, and no AI content is generated at runtime.
We used artificial intelligence tools in several areas of Parcel Empire’s development, always under human supervision.
Some of the game’s artwork was generated with the help of AI, then significantly reworked by hand to match the project’s art direction and the specific needs of the game.
The game’s music was entirely generated with the help of AI. The sound effects, however, were not generated by AI.
AI was also used to help translate the game into the available languages.
The game’s development is handled by a developer on the team. Some portions of the code were assisted by AI, but they were reviewed, adapted, and integrated under human supervision.
Some visual assets used in the game and its store page were created with the assistance of generative AI tools. All AI-generated content has been reviewed and curated by the developer. No AI-generated content is created during gameplay.
Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface.
MultiScope Air Traffic Control uses a local neural text-to-speech model (Piper) to generate the pilot voice read-backs in real time on your own machine. It runs entirely offline, no voice input or player data is sent anywhere or used to train any AI model. Your spoken commands are recognized locally by your operating system, not by generative AI.
Some of the 3D models in the game were generated with the assistance of artificial intelligence, and were reviewed and modified by humans before being used as game assets.
AI DISCLOSURE
Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it.
Generative AI tools were used during development to assist with programming, concept art, marketing artwork, and the creation of some 3D assets. All AI-assisted content was reviewed, modified where necessary, and approved by the developer before being included in the game.
The game does not use generative AI to create content in real time for players.
This game uses generative AI to assist in generating some text and art resources. All content has been manually reviewed and adjusted, and does not affect core gameplay or content.