Public Steam disclosure research25,706 disclosures tracked
Where do games disclose AI use?
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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.
SonderSoft uses generative AI for localization to make games accessible to more players worldwide.
This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Network Engineer leverages generative artificial intelligence to enhance gameplay immersion and realism. AI-driven systems dynamically simulate customer behavior, hardware issues, and environmental challenges, creating unique scenarios and ensuring no two playthroughs are alike. Your feedback will help refine these systems!
Some assets within the game are generated with the help of AI, this includes but is not limited to:
- Contracts (Company Names, Locations etc.)
- Hardware Names (For the networking device)
- Company Logos
Hire uses AI for its live character conversations and generated portraits, connecting to your own ChatGPT account (it uses your existing ChatGPT plan, with no separate purchase).
AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content.
The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit.
During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets.
Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes.
Generative AI tools were used to create some assets
in this game, including capsule art, promotional
images, background music, and select NPC voice lines.
All AI-generated content is pre-rendered and included
as static game assets. No AI content is generated in
real time during gameplay, and the game does not
connect to external AI services while playing.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI.
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored.
About Art Assets
DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials.
About Character Voices and Speech Synthesis
DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope.
The character voices played at runtime are synthesized speech and are not original voice recordings.
About the Use of Generative AI
During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools.
Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue.
In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available.
In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player.
In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate.
The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server.
Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
This game uses generative artificial intelligence during gameplay to generate text and data based on player input and game context.
The game does not use generative AI to generate artwork, audio, voice, music, videos, or other visual or sound assets. AI-generated content is limited to text and data used as part of the gameplay experience.
We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented.
This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization.
AI-driven real-time asset generation is a core part of the player experience in Project Resonance. Some of the game's in-game assets are generated in real time during play using generative AI—including music (melody, arrangement, and vocals), character art, expression and sprite variations, live-performance visuals, event illustrations, event storylines, and roleplay dialogue. Because this content is generated in response to your choices and progress, every playthrough produces music, visuals, and story unique to that session.
All AI-generated content is screened by our in-game filtering and review systems at runtime—before it reaches the player—to prevent inappropriate, infringing, or off-tone output and to keep everything consistent with the game's intended tone and content rating.
Generative AI tools were used during development to generate background audio tracks, select visual assets, and promotional store page art. All assets were reviewed prior to release. No content is generated in real-time during gameplay.
This game uses generative AI to create realistic player behavior, match commentary, dynamic tactics, and some images and music may also be generated by AI, improving replayability while keeping user data private and not used to train external models.
This game uses AI-generated translation for localization in the following languages: Polish, Simplified Chinese, Brazilian Portuguese, Spanish, German, French, Korean, and Japanese.
This game uses generative artificial intelligence to assist with the creation of some pre-rendered content, including visual, audio, translation, or marketing elements.
All AI-generated or AI-assisted content is selected, modified, corrected, and manually integrated by a human before final use. AI is used as a creative assistance tool, not as a replacement for human work.
No content is generated in real time by AI within the game, and no generative AI directly interacts with players during gameplay.
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets.
Some visual assets used for the Steam store page and marketing materials, including logos, promotional artwork, capsule images, and library assets, were created or assisted using generative AI tools and then reviewed, edited, and finalized by the developer.
No AI-generated content is created during gameplay. AI-generated content is limited to pre-generated promotional and store page materials and does not affect gameplay, game mechanics, or player-generated content.
Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process.
Content created with AI assistance during development:
• The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer.
• SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance.
• Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests.
• The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting.
• Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer.
• English and Spanish translations: pre-translated with AI, manually reviewed and polished.
• Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components.
No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match.
All AI-assisted content was reviewed, tested, and approved by the human developer before release.
Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read.
We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us.
AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters.
AI tools were used to assist in the creation of temporary promotional artwork and concept visuals for the Steam store page. Gameplay systems, implementation, balancing, and final game integration are developed manually.
Generative AI was used during development to assist with the creation of certain visual assets and development content. All AI-generated content was reviewed, modified, and integrated by the developer before inclusion in the final game. The game does not generate AI content during gameplay and does not connect to external AI services.
SonderSoft uses generative AI for localization to make games accessible to more players worldwide.
This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Network Engineer leverages generative artificial intelligence to enhance gameplay immersion and realism. AI-driven systems dynamically simulate customer behavior, hardware issues, and environmental challenges, creating unique scenarios and ensuring no two playthroughs are alike. Your feedback will help refine these systems!
Some assets within the game are generated with the help of AI, this includes but is not limited to:
- Contracts (Company Names, Locations etc.)
- Hardware Names (For the networking device)
- Company Logos
Hire uses AI for its live character conversations and generated portraits, connecting to your own ChatGPT account (it uses your existing ChatGPT plan, with no separate purchase).
AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content.
The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit.
During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets.
Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes.
Generative AI tools were used to create some assets
in this game, including capsule art, promotional
images, background music, and select NPC voice lines.
All AI-generated content is pre-rendered and included
as static game assets. No AI content is generated in
real time during gameplay, and the game does not
connect to external AI services while playing.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI.
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
Generative AI tools were used to create some images and cutscene artwork. All AI-generated content was reviewed, edited, and integrated by the development team.
I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored.
About Art Assets
DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials.
About Character Voices and Speech Synthesis
DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope.
The character voices played at runtime are synthesized speech and are not original voice recordings.
About the Use of Generative AI
During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools.
Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue.
In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available.
In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player.
In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate.
The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server.
Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
This game uses generative artificial intelligence during gameplay to generate text and data based on player input and game context.
The game does not use generative AI to generate artwork, audio, voice, music, videos, or other visual or sound assets. AI-generated content is limited to text and data used as part of the gameplay experience.
We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented.
This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization.
AI-driven real-time asset generation is a core part of the player experience in Project Resonance. Some of the game's in-game assets are generated in real time during play using generative AI—including music (melody, arrangement, and vocals), character art, expression and sprite variations, live-performance visuals, event illustrations, event storylines, and roleplay dialogue. Because this content is generated in response to your choices and progress, every playthrough produces music, visuals, and story unique to that session.
All AI-generated content is screened by our in-game filtering and review systems at runtime—before it reaches the player—to prevent inappropriate, infringing, or off-tone output and to keep everything consistent with the game's intended tone and content rating.
Generative AI tools were used during development to generate background audio tracks, select visual assets, and promotional store page art. All assets were reviewed prior to release. No content is generated in real-time during gameplay.
This game uses generative AI to create realistic player behavior, match commentary, dynamic tactics, and some images and music may also be generated by AI, improving replayability while keeping user data private and not used to train external models.
This game uses AI-generated translation for localization in the following languages: Polish, Simplified Chinese, Brazilian Portuguese, Spanish, German, French, Korean, and Japanese.
This game uses generative artificial intelligence to assist with the creation of some pre-rendered content, including visual, audio, translation, or marketing elements.
All AI-generated or AI-assisted content is selected, modified, corrected, and manually integrated by a human before final use. AI is used as a creative assistance tool, not as a replacement for human work.
No content is generated in real time by AI within the game, and no generative AI directly interacts with players during gameplay.
SPECTRENDS currently uses generative artificial intelligence for some placeholder visuals and promotional assets during development.
These AI-generated assets are temporary and will be fully replaced with original, hand-crafted art before the game's full release.
The final version of the game will not use generative AI for any assets.
Some visual assets used for the Steam store page and marketing materials, including logos, promotional artwork, capsule images, and library assets, were created or assisted using generative AI tools and then reviewed, edited, and finalized by the developer.
No AI-generated content is created during gameplay. AI-generated content is limited to pre-generated promotional and store page materials and does not affect gameplay, game mechanics, or player-generated content.
Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process.
Content created with AI assistance during development:
• The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer.
• SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance.
• Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests.
• The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting.
• Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer.
• English and Spanish translations: pre-translated with AI, manually reviewed and polished.
• Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components.
No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match.
All AI-assisted content was reviewed, tested, and approved by the human developer before release.
Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read.
We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us.
AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters.
AI tools were used to assist in the creation of temporary promotional artwork and concept visuals for the Steam store page. Gameplay systems, implementation, balancing, and final game integration are developed manually.
Generative AI was used during development to assist with the creation of certain visual assets and development content. All AI-generated content was reviewed, modified, and integrated by the developer before inclusion in the final game. The game does not generate AI content during gameplay and does not connect to external AI services.