Public Steam disclosure research25,706 disclosures tracked
Where do games disclose AI use?
Search developers’ Steam disclosures, compare classified AI use across
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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.
Spire of Legends uses generative AI as part of the development process for certain visual assets, sound effects, and localization content. AI-generated content is not used directly without review; assets and text are edited, refined, and integrated by the developer to meet the game's artistic and gameplay requirements. All game design, programming, mechanics, balance decisions, and overall creative direction are created by the developer.
All character and unit art is hand-drawn; audio and music contain no AI. Some background art and UI icons were made with help from generative AI tools and then edited by the developer. AI also assists translation, with every translation human-reviewed before release.
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.
Some visual assets in this game were created with the assistance of generative AI tools, including UI icons, skill and relic icons, character portraits and sprites, combat VFX, dungeon tile art, and menu and interface decoration. All generated images were reviewed, edited, and integrated by the development team.
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.
I use generative AI exclusively as a temporary tool for rapid prototyping and placeholder content during early solo development. All AI-generated elements in Vigilum are planned to be fully replaced with custom, human-made assets for the final v1.0 release.
-> 3D Models: I used generative AI tools to create two 3D assets (the Vylem gem and the Blood Sigil element). These are temporary placeholders, and I am currently prioritizing remaking them myself during the Early Access phase.
-> 2D Assets: A few UI icons and images were generated with AI. I intend to commission a professional artist to completely replace these 2D elements as soon as funding allows.
Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay.
This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization).
AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
During the early stages of development, generative AI was used to create prototypes for some visual assets. These assets were manually redrawn and revised by the developer before being included in the game.
AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials.
All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction.
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.
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.
Artificial Intelligence was used to help in the development of game code only. No art, sound, or other visual assets use or employed AI and were done by a real artist on the team.
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.
Some assets in this game were created with the assistance of generative AI, including character artwork, localization content, icons, and promotional materials. All AI-generated content has been reviewed and modified by the developer before being used in the game.
This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI.
Some store assets (capsules, library art, promotional images) and some in-game terrain sprites (such as mountains and forests) started from drafts produced with AI image tools, then selected, color-graded, composited, and cropped by the developer. All publicly released assets are human-reviewed. UI, fonts, icons, player avatars, faction emblems, and other non-terrain art are drawn directly by the developer or built from licensed fonts / open-source resources — no AI generation involved. Player-to-player text messages produced at runtime by the AI model each player has chosen are disclosed separately under "Live-Generated AI".
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.
Ashen Crown was built almost entirely with the help of generative AI. The game's code was written through conversation with an AI assistant (Claude), with me directing, correcting, testing, and deciding what the game should be. All in-game visuals are drawn in code rather than created by an artist, and the sound and music were generated with AI as well. No third-party art, audio, or text assets were used. AI was a tool throughout development; the design, direction, and final decisions are mine.
Some visual assets, images, or concept materials used in this game are created with AI-assisted tools and further selected, adjusted, integrated, or refined by the author for use in the game's artistic presentation and content production.
AI Usage Disclosure
This game was developed with the assistance of an AI programming tool to help draft portions of the code. All AI-generated code has been reviewed, tested, and revised by the developer to ensure quality and stability.
AI was used solely as a development aid — you will not interact with any generative AI during gameplay. All in-game narrative text, financial knowledge, and numerical systems were independently created by the developer. The game runs entirely offline and does not call any external AI interfaces.
All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs.
This game's development uses generative AI tools in the following ways:
Image assets: generating some artwork and image materials (directed and curated by the developer; final design decisions and adjustments are made by a human).
Coding: assisting with implementation and development (design decisions and final code review are done by a human).
No content is generated by AI at runtime.
Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game.
The developer used generative AI tools during development to assist in creating pre-generated assets, including concept art for backgrounds and placeholder text assets. None of the AI content is generated in real-time during gameplay.
This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game.
The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution.
This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay.
Imperium is a solo-developed game that makes extensive use of generative AI
to create its content:
• Visual art and graphical assets — planet surfaces, buildings, species and
ship artwork, interface art, and store/marketing imagery — were generated
using Midjourney and ChatGPT, then extensively edited, composited, and
refined by hand in Photoshop (including Photoshop's AI tools) to fit the
game's art direction.
• Music was generated using Suno.
• Sound effects were generated using ElevenLabs.
Every asset is reviewed, edited, and approved by the developer before it
ships, and the game's design, systems, and balance are the developer's own.
Imperium's in-game opponents use traditional algorithmic AI, not generative AI.
Spire of Legends uses generative AI as part of the development process for certain visual assets, sound effects, and localization content. AI-generated content is not used directly without review; assets and text are edited, refined, and integrated by the developer to meet the game's artistic and gameplay requirements. All game design, programming, mechanics, balance decisions, and overall creative direction are created by the developer.
All character and unit art is hand-drawn; audio and music contain no AI. Some background art and UI icons were made with help from generative AI tools and then edited by the developer. AI also assists translation, with every translation human-reviewed before release.
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.
Some visual assets in this game were created with the assistance of generative AI tools, including UI icons, skill and relic icons, character portraits and sprites, combat VFX, dungeon tile art, and menu and interface decoration. All generated images were reviewed, edited, and integrated by the development team.
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.
I use generative AI exclusively as a temporary tool for rapid prototyping and placeholder content during early solo development. All AI-generated elements in Vigilum are planned to be fully replaced with custom, human-made assets for the final v1.0 release.
-> 3D Models: I used generative AI tools to create two 3D assets (the Vylem gem and the Blood Sigil element). These are temporary placeholders, and I am currently prioritizing remaking them myself during the Early Access phase.
-> 2D Assets: A few UI icons and images were generated with AI. I intend to commission a professional artist to completely replace these 2D elements as soon as funding allows.
Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay.
This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization).
AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
During the early stages of development, generative AI was used to create prototypes for some visual assets. These assets were manually redrawn and revised by the developer before being included in the game.
AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials.
All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction.
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.
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.
Artificial Intelligence was used to help in the development of game code only. No art, sound, or other visual assets use or employed AI and were done by a real artist on the team.
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.
Some assets in this game were created with the assistance of generative AI, including character artwork, localization content, icons, and promotional materials. All AI-generated content has been reviewed and modified by the developer before being used in the game.
This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI.
Some store assets (capsules, library art, promotional images) and some in-game terrain sprites (such as mountains and forests) started from drafts produced with AI image tools, then selected, color-graded, composited, and cropped by the developer. All publicly released assets are human-reviewed. UI, fonts, icons, player avatars, faction emblems, and other non-terrain art are drawn directly by the developer or built from licensed fonts / open-source resources — no AI generation involved. Player-to-player text messages produced at runtime by the AI model each player has chosen are disclosed separately under "Live-Generated AI".
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.
Ashen Crown was built almost entirely with the help of generative AI. The game's code was written through conversation with an AI assistant (Claude), with me directing, correcting, testing, and deciding what the game should be. All in-game visuals are drawn in code rather than created by an artist, and the sound and music were generated with AI as well. No third-party art, audio, or text assets were used. AI was a tool throughout development; the design, direction, and final decisions are mine.
Some visual assets, images, or concept materials used in this game are created with AI-assisted tools and further selected, adjusted, integrated, or refined by the author for use in the game's artistic presentation and content production.
AI Usage Disclosure
This game was developed with the assistance of an AI programming tool to help draft portions of the code. All AI-generated code has been reviewed, tested, and revised by the developer to ensure quality and stability.
AI was used solely as a development aid — you will not interact with any generative AI during gameplay. All in-game narrative text, financial knowledge, and numerical systems were independently created by the developer. The game runs entirely offline and does not call any external AI interfaces.
All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs.
This game's development uses generative AI tools in the following ways:
Image assets: generating some artwork and image materials (directed and curated by the developer; final design decisions and adjustments are made by a human).
Coding: assisting with implementation and development (design decisions and final code review are done by a human).
No content is generated by AI at runtime.
Some in-game visual assets and trivia/ranking question data were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game.
The developer used generative AI tools during development to assist in creating pre-generated assets, including concept art for backgrounds and placeholder text assets. None of the AI content is generated in real-time during gameplay.
This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game.
The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution.
This game utilizes generative artificial intelligence tools in its development to assist our small team. Specifically, AI was used to help localize our Steam store listing text into multiple languages to reach a broader audience. Additionally, AI tools were used to help refine and format certain store promotional images and icons, which are strictly based on and adapted from our original, human-created hand-drawn concept art. No live-generated AI content is used during active gameplay.
Imperium is a solo-developed game that makes extensive use of generative AI
to create its content:
• Visual art and graphical assets — planet surfaces, buildings, species and
ship artwork, interface art, and store/marketing imagery — were generated
using Midjourney and ChatGPT, then extensively edited, composited, and
refined by hand in Photoshop (including Photoshop's AI tools) to fit the
game's art direction.
• Music was generated using Suno.
• Sound effects were generated using ElevenLabs.
Every asset is reviewed, edited, and approved by the developer before it
ships, and the game's design, systems, and balance are the developer's own.
Imperium's in-game opponents use traditional algorithmic AI, not generative AI.